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+1 -1
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@@ -858,7 +858,7 @@ void set_predicted_enemy_pos_turret(vec3d *predicted_enemy_pos, vec3d *gun_pos,
extern void ai_set_rearm_status( int team, int new_status );
extern void ai_good_secondary_time( int team, int weapon_index, int num_weapons, char *shipname );
extern void ai_do_objects_docked_stuff(object *docker, int docker_point, object *dockee, int dockee_point, bool update_clients = true);
extern void ai_do_objects_docked_stuff(object *docker, int docker_point, object *dockee, int dockee_point);
extern void ai_do_objects_undocked_stuff( object *docker, object *dockee );
extern void ai_do_objects_repairing_stuff( object *repaired_obj, object *repair_obj, int how );
+2
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@@ -429,6 +429,8 @@ void ai_profiles_init()
if (temp >= 0)
Default_ai_profile = temp;
Ai_profiles[Default_ai_profile].flags |= AIPF_SMART_SECONDARY_WEAPON_SELECTION;
Ai_profiles_initted = 1;
}
+1 -1
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@@ -1038,7 +1038,7 @@ void ai_big_chase_attack(ai_info *aip, ship_info *sip, vec3d *enemy_pos, float d
}
}
// use dist normal to enemy here (don't break 50 barrier)
// use dist normal to enemy here (dont break 50 barrier)
if (dist_to_enemy < ATTACK_STOP_DISTANCE) {
// accelerate_ship(aip, accel * 0.5f);
accelerate_ship(aip, -1.0f);
+40 -21
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@@ -858,7 +858,7 @@
*
* 81 8/13/99 10:49a Andsager
* Knossos and HUGE ship warp out. HUGE ship warp in. Stealth search
* modes don't collide big ships.
* modes dont collide big ships.
*
* 80 8/10/99 5:02p Andsager
* Fix bug where AI gets stuck in SM_EVADE_WEAPON with no target.
@@ -4020,7 +4020,7 @@ void ai_stay_still(object *still_objp, vec3d *view_pos)
// when two objects have completed docking. used because we can dock object initially at misison load
// time (meaning that ai_dock() might never get called). docker has docked with dockee (i.e. docker
// would be a freighter and dockee would be a cargo).
void ai_do_objects_docked_stuff(object *docker, int docker_point, object *dockee, int dockee_point, bool update_clients)
void ai_do_objects_docked_stuff(object *docker, int docker_point, object *dockee, int dockee_point)
{
Assert((docker != NULL) && (dockee != NULL));
@@ -4077,7 +4077,7 @@ void ai_do_objects_docked_stuff(object *docker, int docker_point, object *dockee
// add multiplayer hook here to deal with docked objects. We need to only send information
// about the object that is docking. Both flags will get updated.
if ( MULTIPLAYER_MASTER && update_clients)
if ( MULTIPLAYER_MASTER )
send_ai_info_update_packet( docker, AI_UPDATE_DOCK );
}
@@ -4192,7 +4192,7 @@ void ai_dock_with_object(object *docker, int docker_index, object *dockee, int d
if (dock_type == AIDO_DOCK_NOW)
{
dock_orient_and_approach(docker, docker_index, dockee, dockee_index, DOA_DOCK_STAY);
ai_do_objects_docked_stuff( docker, docker_index, dockee, dockee_index, false );
ai_do_objects_docked_stuff( docker, docker_index, dockee, dockee_index );
}
// pick a path to use to start docking
else
@@ -5485,8 +5485,6 @@ void ai_waypoints()
vm_vec_sub(&perp, Navs[CurrentNav].GetPosition(), &Player_obj->pos);
vm_vector_2_matrix(&Pl_objp->orient, &perp, NULL, NULL);
} else {
if ( !wing_leader )
wing_leader = Pl_objp;
vm_vec_scale_add(&perp, &Pl_objp->pos, &wing_leader->phys_info.vel, 1000.0f);
ai_turn_towards_vector(&perp, Pl_objp, flFrametime, sip->srotation_time*3.0f*scale, slop_vec, NULL, 0.0f, 0);
}
@@ -6037,7 +6035,7 @@ void evade_ship()
afterburners_start(Pl_objp);
if (The_mission.ai_profile->flags & AIPF_SMART_AFTERBURNER_MANAGEMENT) {
aip->afterburner_stop_time = (fix) (Missiontime + F1_0 + static_randf(Pl_objp-Objects) * F1_0 / 4);
aip->afterburner_stop_time = Missiontime + F1_0 + static_randf(Pl_objp-Objects) * F1_0 / 4;
} else {
aip->afterburner_stop_time = Missiontime + F1_0 + static_rand(Pl_objp-Objects)/4;
}
@@ -6523,7 +6521,12 @@ void set_primary_weapon_linkage(object *objp)
if ( ship_get_SIF(&Ships[Objects[aip->target_objnum].instance]) & SIF_BIG_SHIP) {
if ( aip->targeted_subsys == NULL ) {
shipp->flags |= SF_PRIMARY_LINKED;
shipp->flags |= SF_SECONDARY_DUAL_FIRE;
if (!(The_mission.ai_profile->flags & AIPF_SMART_SECONDARY_WEAPON_SELECTION))
{
// if not using smart secondary weapons selection, then link the secondaries here.
shipp->flags |= SF_SECONDARY_DUAL_FIRE;
}
return;
}
}
@@ -6879,6 +6882,12 @@ void ai_select_secondary_weapon(object *objp, ship_weapon *swp, int priority1 =
aip->ai_flags |= AIF_UNLOAD_SECONDARIES;
}
//if attacking a big ship dual/salvo fire secondaries.
if ((WIF_HUGE & (priority1 | priority2)) && (The_mission.ai_profile->flags & AIPF_SMART_SECONDARY_WEAPON_SELECTION))
{
Ships[objp->instance].flags |= SF_SECONDARY_DUAL_FIRE;
Ships[objp->instance].flags2 |= SF2_SECONDARY_LINKED;
}
ship_secondary_changed(&Ships[objp->instance]); // AL: let multiplayer know if secondary bank has changed
// nprintf(("AI", "Ship %s selected weapon %s\n", Ships[objp->instance].ship_name, Weapon_info[swp->secondary_bank_weapons[swp->current_secondary_bank]].name));
@@ -7384,15 +7393,9 @@ void set_predicted_enemy_pos(vec3d *predicted_enemy_pos, object *pobjp, object *
{
float weapon_speed, range_time;
ship *shipp = &Ships[pobjp->instance];
vec3d target_moving_direction;
Assert( eobjp != NULL );
target_moving_direction = eobjp->phys_info.vel;
if (The_mission.ai_profile->flags & AIPF_USE_ADDITIVE_WEAPON_VELOCITY)
vm_vec_sub2(&target_moving_direction, &pobjp->phys_info.vel);
weapon_speed = ai_get_weapon_speed(&shipp->weapons);
weapon_speed = MAX(weapon_speed, 1.0f); // set not less than 1
@@ -7411,7 +7414,7 @@ void set_predicted_enemy_pos(vec3d *predicted_enemy_pos, object *pobjp, object *
float dist;
dist = vm_vec_dist_quick(&pobjp->pos, &eobjp->pos);
vm_vec_scale_add(predicted_enemy_pos, &eobjp->pos, &target_moving_direction, aip->time_enemy_in_range * dist/weapon_speed);
vm_vec_scale_add(predicted_enemy_pos, &eobjp->pos, &eobjp->phys_info.vel, aip->time_enemy_in_range * dist/weapon_speed);
} else {
float collision_time;
vec3d gun_pos, pnt;
@@ -7426,13 +7429,13 @@ void set_predicted_enemy_pos(vec3d *predicted_enemy_pos, object *pobjp, object *
vm_vec_unrotate(&gun_pos, &pnt, &pobjp->orient);
vm_vec_add2(&gun_pos, &pobjp->pos);
collision_time = compute_collision_time(&eobjp->pos, &target_moving_direction, &gun_pos, weapon_speed);
collision_time = compute_collision_time(&eobjp->pos, &eobjp->phys_info.vel, &gun_pos, weapon_speed);
if (collision_time == 0.0f) {
collision_time = 100.0f;
}
vm_vec_scale_add(predicted_enemy_pos, &eobjp->pos, &target_moving_direction, collision_time);
vm_vec_scale_add(predicted_enemy_pos, &eobjp->pos, &eobjp->phys_info.vel, collision_time);
// set globals
G_collision_time = collision_time;
@@ -7638,7 +7641,7 @@ void attack_set_accel(ai_info *aip, float dist_to_enemy, float dot_to_enemy, flo
// Get minimum
ab_time = MIN(time_to_exhaust_25pct_fuel, time_to_fly_75pct_of_distance);
aip->afterburner_stop_time = (fix) (Missiontime + F1_0 * ab_time);
aip->afterburner_stop_time = Missiontime + F1_0 * ab_time;
} else {
aip->afterburner_stop_time = Missiontime + F1_0 + static_rand(Pl_objp-Objects)/4;
}
@@ -8623,6 +8626,9 @@ void ai_choose_secondary_weapon(object *objp, ai_info *aip, object *en_objp)
int is_big_ship, priority1, priority2;
ship_weapon *swp;
ship_info *esip;
ship* shipp;
Assert(objp->type == OBJ_SHIP);
if ( en_objp->type == OBJ_SHIP ) {
esip = &Ship_info[Ships[en_objp->instance].ship_info_index];
@@ -8630,7 +8636,8 @@ void ai_choose_secondary_weapon(object *objp, ai_info *aip, object *en_objp)
esip = NULL;
}
swp = &Ships[objp->instance].weapons;
shipp = &Ships[objp->instance];
swp = &shipp->weapons;
// AL 3-5-98: do a quick out if the ship has no secondaries
if ( swp->num_secondary_banks <= 0 ) {
@@ -8640,6 +8647,10 @@ void ai_choose_secondary_weapon(object *objp, ai_info *aip, object *en_objp)
int preferred_secondary = has_preferred_secondary(objp, en_objp, swp);
// clear the dual fire and salvo fire secondary flags.
shipp->flags &= ~(SF_SECONDARY_DUAL_FIRE);
shipp->flags2 &= ~(SF2_SECONDARY_LINKED);
if (preferred_secondary != -1) {
if (swp->current_secondary_bank != preferred_secondary) {
aip->current_target_is_locked = 0;
@@ -8648,6 +8659,13 @@ void ai_choose_secondary_weapon(object *objp, ai_info *aip, object *en_objp)
}
//nprintf(("AI", "Favored secondary = %s\n", Weapon_info[swp->secondary_bank_weapons[swp->current_secondary_bank]].name));
aip->ai_flags |= AIF_UNLOAD_SECONDARIES;
if (The_mission.ai_profile->flags & AIPF_SMART_SECONDARY_WEAPON_SELECTION)
{
// if smart secondary is enabled, dual fire and salvo fire secondaries.
shipp->flags |= SF_SECONDARY_DUAL_FIRE;
shipp->flags2 |= SF2_SECONDARY_LINKED;
}
} else {
aip->ai_flags &= ~AIF_UNLOAD_SECONDARIES;
if (aip->targeted_subsys) {
@@ -10325,7 +10343,7 @@ void guard_object_was_hit(object *guard_objp, object *hitter_objp)
return;
}
// don't attack if you can't see him
// dont attack if you can't see him
if ( awacs_get_level(hitter_objp, &Ships[aip->shipnum], 1) < 1 ) {
// if he's a stealth and visible, but not targetable, ok to attack.
if ( is_object_stealth_ship(hitter_objp) ) {
@@ -11100,6 +11118,7 @@ void ai_do_objects_repairing_stuff( object *repaired_objp, object *repair_objp,
Assert( repair_objp );
hud_support_view_stop();
if (MULTIPLAYER_MASTER) {
message_send_builtin_to_player(MESSAGE_REPAIR_DONE, &Ships[repair_objp->instance], MESSAGE_PRIORITY_LOW, MESSAGE_TIME_SOON, 0, 0, p_index, p_team);
@@ -13798,7 +13817,7 @@ void ai_bay_depart()
}
// make ship disappear
ship_actually_depart(Pl_objp->instance, SHIP_DEPARTED_BAY);
ship_actually_depart(Pl_objp->instance);
// clean up path stuff
aip->path_start = -1;
+1 -1
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@@ -962,7 +962,7 @@ void ai_clear_ship_goals( ai_info *aip )
aip->active_goal = AI_GOAL_NONE; // for good measure
// next line moved here on 8/5/97 by MWA
// Don't reset player ai (and hence target)
// Dont reset player ai (and hence target)
// Goober5000 - account for player ai
//if ( !((Player_ship != NULL) && (&Ships[aip->shipnum] == Player_ship)) || Player_use_ai ) {
if ( (Player_ship == NULL) || (&Ships[aip->shipnum] != Player_ship) || Player_use_ai )
+4 -10
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@@ -65,7 +65,7 @@
* --Goober5000
*
* Revision 1.31 2006/01/13 03:30:59 Goober5000
* übercommit of custom IFF stuff :)
* übercommit of custom IFF stuff :)
*
* Revision 1.30 2006/01/11 21:15:15 wmcoolmon
* Somewhat better turret comments
@@ -1003,7 +1003,7 @@ int aifft_rotate_turret(ship *shipp, int parent_objnum, ship_subsys *ss, object
if (ss->turret_enemy_objnum != -1) {
model_subsystem *tp = ss->system_info;
vec3d gun_pos, gun_vec, target_moving_direction;
vec3d gun_pos, gun_vec;
//float weapon_speed;
float weapon_system_strength;
//HACK HACK HACK -WMC
@@ -1038,14 +1038,8 @@ int aifft_rotate_turret(ship *shipp, int parent_objnum, ship_subsys *ss, object
}
}
target_moving_direction = lep->phys_info.vel;
//Try to guess where the enemy will be, and store that spot in predicted_enemy_pos
if (The_mission.ai_profile->flags & AIPF_USE_ADDITIVE_WEAPON_VELOCITY) {
vm_vec_sub2(&target_moving_direction, &objp->phys_info.vel);
}
set_predicted_enemy_pos_turret(predicted_enemy_pos, &gun_pos, objp, &enemy_point, &target_moving_direction, wip->max_speed, ss->turret_time_enemy_in_range * (weapon_system_strength + 1.0f)/2.0f);
set_predicted_enemy_pos_turret(predicted_enemy_pos, &gun_pos, objp, &enemy_point, &lep->phys_info.vel, wip->max_speed, ss->turret_time_enemy_in_range * (weapon_system_strength + 1.0f)/2.0f);
//Mess with the turret's accuracy if the weapon system is damaged.
if (weapon_system_strength < 0.7f) {
@@ -1107,7 +1101,7 @@ float aifft_compute_turret_dot(object *objp, object *enemy_objp, vec3d *abs_gunp
return -1.0f;
}
} else {
// target is in sight and we don't care if its in turret's fov or not
// target is in sight and we dont care if its in turret's fov or not
return dot_return;
}
} else
+3 -3
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@@ -61,7 +61,7 @@
* --Goober5000
*
* Revision 2.7 2004/02/16 11:47:31 randomtiger
* Removed a lot of files that we don't need anymore.
* Removed a lot of files that we dont need anymore.
* Changed htl to be on by default, command now -nohtl
* Changed D3D to use a 2D vertex for 2D operations which should cut down on redundant data having to go though the system.
* Added small change to all -start_mission flag to take you to any mission by filename, very useful for testing.
@@ -84,7 +84,7 @@
* Put dithering back in for tgas and jpgs
*
* Revision 2.4 2003/11/29 10:52:08 randomtiger
* Turned off D3D file mapping, it's using too much memory which may be hurting older systems and doesn't seem to be providing much of a speed benifit.
* Turned off D3D file mapping, its using too much memory which may be hurting older systems and doesnt seem to be providing much of a speed benifit.
* Added stats command for ingame stats on memory usage.
* Trys to play intro.mve and intro.avi, just to be safe since its not set by table.
* Added fix for fonts wrapping round in non standard hi res modes.
@@ -102,7 +102,7 @@
* Revision 2.1.2.3 2002/11/04 21:24:59 randomtiger
*
* When running in D3D all ani's are memory mapped for speed, this takes up more memory but stops gametime locking of textures which D3D8 hates.
* Added new command line tag Cmdline_d3dlowmem for people who don't want to make use of this because they have no memory.
* Added new command line tag Cmdline_d3dlowmem for people who dont want to make use of this because they have no memory.
* Cleaned up some more texture stuff enabled console debug for D3D.
*
* Revision 2.1.2.2 2002/09/28 22:13:42 randomtiger
+1 -1
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@@ -65,7 +65,7 @@
* --Goober5000
*
* Revision 2.33 2006/01/13 03:30:59 Goober5000
* übercommit of custom IFF stuff :)
* übercommit of custom IFF stuff :)
*
* Revision 2.32 2005/11/21 02:43:30 Goober5000
* change from "setting" to "profile"; this way makes more sense
+1 -1
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@@ -253,7 +253,7 @@
* Revision 2.0.2.10 2002/11/04 21:24:59 randomtiger
*
* When running in D3D all ani's are memory mapped for speed, this takes up more memory but stops gametime locking of textures which D3D8 hates.
* Added new command line tag Cmdline_d3dlowmem for people who don't want to make use of this because they have no memory.
* Added new command line tag Cmdline_d3dlowmem for people who dont want to make use of this because they have no memory.
* Cleaned up some more texture stuff enabled console debug for D3D.
*
* Revision 2.0.2.9 2002/11/04 16:04:20 randomtiger
+3 -3
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@@ -702,7 +702,7 @@ subtitle::subtitle(int in_x_pos, int in_y_pos, char* in_text, float in_display_t
if(image_id != -1)
{
text_pos[0] = (float) (image_pos[0] + w); //Still set from bm_get_info call
text_pos[0] = image_pos[0] + w; //Still set from bm_get_info call
if (!center_x)
{
deltax = text_pos[0] / 1024.0f; //MikeStar;
@@ -711,14 +711,14 @@ subtitle::subtitle(int in_x_pos, int in_y_pos, char* in_text, float in_display_t
}
else
{
text_pos[0] = (float) image_pos[0];
text_pos[0] = image_pos[0];
if (!center_x)
{
deltax = text_pos[0] / 1024.0f; //MikeStar;
text_pos[0] = gr_screen.max_w * deltax; //MikeStar;
}
}
text_pos[1] = (float) image_pos[1];
text_pos[1] = image_pos[1];
if (!center_y)
{
deltay = text_pos[1] / 768.0f; //MikeStar;
+2 -2
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@@ -168,10 +168,10 @@
* -DTP reworked mod support,
*
* Revision 2.6 2002/11/04 08:32:38 DTP
* Made sure that VP and Plain files don't get added twice to the search order. Side-effect of Mod support.
* Made sure, that VP and Plain files dont get added twice to the search order. Side-effect of Mod support.
*
* Revision 2.5 2002/10/30 06:31:05 DTP
* doh!, used upper case in include, don't know how much it matters for *nix systems, but here it is
* doh!, used upper case in include, dont know how much it matters for *nix systems, but here it is
*
* Revision 2.4 2002/10/27 23:59:28 DTP
* DTP; started basic implementation of mod-support
+2 -2
View File
@@ -156,7 +156,7 @@
* -DTP reworked mod support,
*
* Revision 2.5 2002/10/30 06:29:45 DTP
* doh!, used upper case in include, don't know how much it matters for *nix systems, but here it is
* doh!, used upper case in include, dont know how much it matters for *nix systems, but here it is
*
* Revision 2.4 2002/10/30 06:26:11 DTP
* DTP Implemented basic VP files handling. mission and campaign files inside VP files found in mod dir still not supported, cheking / creating directories not implented either
@@ -2054,7 +2054,7 @@ int cf_create_default_path_string( char *path, uint path_max, int pathtype, char
#ifdef INF_BUILD
// keep pilot files separated for an Inferno build since they aren't compatible
if ( pathtype == CF_TYPE_SINGLE_PLAYERS || pathtype == CF_TYPE_MULTI_PLAYERS ) {
if ( pathtype == CF_TYPE_SINGLE_PLAYERS ) {
SAFE_STRCAT(path, "inferno", path_max);
SAFE_STRCAT(path, DIR_SEPARATOR_STR, path_max);
}
-6
View File
@@ -127,13 +127,7 @@ int write_index(char *hf, char *df)
d = fopen(df, "a+b");
if ( (h == NULL) || (d == NULL) )
{
if ( h )
fclose( h );
if ( d )
fclose( d );
return 0;
}
for (i = 0; i < Num_files; i++) {
fread(tmp_data, 32+4+4+4, 1, h);
+20 -8
View File
@@ -431,7 +431,7 @@
* Fixed setup of center_alpha in OGL which was causing crash.
*
* Revision 2.54 2004/02/16 11:47:31 randomtiger
* Removed a lot of files that we don't need anymore.
* Removed a lot of files that we dont need anymore.
* Changed htl to be on by default, command now -nohtl
* Changed D3D to use a 2D vertex for 2D operations which should cut down on redundant data having to go though the system.
* Added small change to all -start_mission flag to take you to any mission by filename, very useful for testing.
@@ -471,7 +471,7 @@
* Changed target view not to use lower res texture, hi res one is already chached so might as well use it
*
* Revision 2.47 2003/11/29 10:52:09 randomtiger
* Turned off D3D file mapping, it's using too much memory which may be hurting older systems and doesn't seem to be providing much of a speed benifit.
* Turned off D3D file mapping, its using too much memory which may be hurting older systems and doesnt seem to be providing much of a speed benifit.
* Added stats command for ingame stats on memory usage.
* Trys to play intro.mve and intro.avi, just to be safe since its not set by table.
* Added fix for fonts wrapping round in non standard hi res modes.
@@ -511,12 +511,12 @@
*
* Revision 2.40 2003/11/08 22:25:47 Kazan
* Timerbar was enabled in both release and debug - so i made it a command line option "-timerbar"
* DON'T MESS WITH OTHER PEOPLES INCLUDE PATHS
* DON'T MESS WITH EXEC NAMES (leave it fs2_open_r and fs2_open_d) or paths!
* DONT MESS WITH OTHER PEOPLES INCLUDE PATHS
* DONT MESS WITH EXEC NAMES (leave it fs2_open_r and fs2_open_d) or paths!
*
* Revision 2.39 2003/11/03 18:07:26 randomtiger
* Added -d3d_no_vsync command to make turning off vsync optional.
* Removed 32bit command, it doesn't do anything.
* Removed 32bit command, it doesnt do anything.
* Made aa multisample reg check safe.
*
* Revision 2.38 2003/10/27 23:04:20 randomtiger
@@ -543,7 +543,7 @@
*
* Revision 2.34 2003/10/14 17:39:12 randomtiger
* Implemented hardware fog for the HT&L code path.
* It doesn't use the backgrounds anymore but it's still an improvement.
* It doesnt use the backgrounds anymore but its still an improvement.
* Currently it fogs to a brighter colour than it should because of Bob specular code.
* I will fix this after discussing it with Bob.
*
@@ -624,7 +624,7 @@
* Added "-dshowvid" command-line option, which must be set in order for movies to play.
*
* Revision 2.16 2002/12/21 13:39:25 DTP
* did bit more house keeping. modfied Phreak's fps cmdline a bit, so that we don't have to specific build code.libs for fred, but can use the same code.lib for both fs2_open.exe and fred2_open.exe
* did bit more house keeping. modfied Phreaks fps cmdline a bit, so that we dont have to specific build code.libs for fred, but can use the same code.lib for both fs2_open.exe and fred2_open.exe
*
* Revision 2.15 2002/12/17 03:08:18 DTP
* fix to Show_framerate. seems it will call an unresolved external error during fred builds. modified my ifndefs a bit, dsw modified to include preprocessor tag FRED.
@@ -675,7 +675,7 @@
* Revision 2.4.2.2 2002/11/04 21:24:59 randomtiger
*
* When running in D3D all ani's are memory mapped for speed, this takes up more memory but stops gametime locking of textures which D3D8 hates.
* Added new command line tag Cmdline_d3dlowmem for people who don't want to make use of this because they have no memory.
* Added new command line tag Cmdline_d3dlowmem for people who dont want to make use of this because they have no memory.
* Cleaned up some more texture stuff enabled console debug for D3D.
*
* Revision 2.4.2.1 2002/08/27 13:19:02 penguin
@@ -1134,10 +1134,12 @@ cmdline_parm noemissive_arg("-no_emissive_light", NULL); // Cmdline_no_emissive
cmdline_parm normal_arg("-normal", NULL); // Cmdline_normal -- enable normal mapping
cmdline_parm height_arg("-height", NULL); // Cmdline_height -- enable support for parallax mapping
cmdline_parm enable_3d_shockwave_arg("-3dshockwave", NULL);
cmdline_parm glow_factor_arg("-glow_factor", NULL); // Multiplier factor for glowmaps.
float Cmdline_clip_dist = Default_min_draw_distance;
float Cmdline_fov = 0.75f;
float Cmdline_ogl_spec = 80.0f;
float Cmdline_glow_factor = 1.0f;
int Cmdline_ambient_factor = 128;
int Cmdline_cell = 0;
int Cmdline_decals = 0;
@@ -2218,6 +2220,16 @@ bool SetCmdlineParams()
Cmdline_ogl_spec = 128.0f;
}
if ( glow_factor_arg.found() )
{
Cmdline_glow_factor = glow_factor_arg.get_float();
if (Cmdline_glow_factor < 0.0f)
{
Cmdline_glow_factor = 0.0f;
}
}
if ( rearm_timer_arg.found() )
Cmdline_rearm_timer = 1;
+8 -7
View File
@@ -235,7 +235,7 @@
* and other stuff
*
* Revision 2.46 2004/02/16 11:47:31 randomtiger
* Removed a lot of files that we don't need anymore.
* Removed a lot of files that we dont need anymore.
* Changed htl to be on by default, command now -nohtl
* Changed D3D to use a 2D vertex for 2D operations which should cut down on redundant data having to go though the system.
* Added small change to all -start_mission flag to take you to any mission by filename, very useful for testing.
@@ -271,7 +271,7 @@
* Changed target view not to use lower res texture, hi res one is already chached so might as well use it
*
* Revision 2.40 2003/11/29 10:52:09 randomtiger
* Turned off D3D file mapping, it's using too much memory which may be hurting older systems and doesn't seem to be providing much of a speed benifit.
* Turned off D3D file mapping, its using too much memory which may be hurting older systems and doesnt seem to be providing much of a speed benifit.
* Added stats command for ingame stats on memory usage.
* Trys to play intro.mve and intro.avi, just to be safe since its not set by table.
* Added fix for fonts wrapping round in non standard hi res modes.
@@ -308,12 +308,12 @@
*
* Revision 2.35 2003/11/08 22:25:47 Kazan
* Timerbar was enabled in both release and debug - so i made it a command line option "-timerbar"
* DON'T MESS WITH OTHER PEOPLES INCLUDE PATHS
* DON'T MESS WITH EXEC NAMES (leave it fs2_open_r and fs2_open_d) or paths!
* DONT MESS WITH OTHER PEOPLES INCLUDE PATHS
* DONT MESS WITH EXEC NAMES (leave it fs2_open_r and fs2_open_d) or paths!
*
* Revision 2.34 2003/11/03 18:07:26 randomtiger
* Added -d3d_no_vsync command to make turning off vsync optional.
* Removed 32bit command, it doesn't do anything.
* Removed 32bit command, it doesnt do anything.
* Made aa multisample reg check safe.
*
* Revision 2.33 2003/10/27 23:04:20 randomtiger
@@ -394,7 +394,7 @@
* Added "-dshowvid" command-line option, which must be set in order for movies to play.
*
* Revision 2.16 2002/12/21 13:39:25 DTP
* did bit more house keeping. modfied Phreak's fps cmdline a bit, so that we don't have to specific build code.libs for fred, but can use the same code.lib for both fs2_open.exe and fred2_open.exe
* did bit more house keeping. modfied Phreaks fps cmdline a bit, so that we dont have to specific build code.libs for fred, but can use the same code.lib for both fs2_open.exe and fred2_open.exe
*
* Revision 2.15 2002/12/17 03:08:18 DTP
* fix to Show_framerate. seems it will call an unresolved external error during fred builds. modified my ifndefs a bit, dsw modified to include preprocessor tag FRED.
@@ -440,7 +440,7 @@
* Revision 2.3.2.2 2002/11/04 21:24:59 randomtiger
*
* When running in D3D all ani's are memory mapped for speed, this takes up more memory but stops gametime locking of textures which D3D8 hates.
* Added new command line tag Cmdline_d3dlowmem for people who don't want to make use of this because they have no memory.
* Added new command line tag Cmdline_d3dlowmem for people who dont want to make use of this because they have no memory.
* Cleaned up some more texture stuff enabled console debug for D3D.
*
* Revision 2.3.2.1 2002/08/27 13:19:02 penguin
@@ -647,6 +647,7 @@ extern double specular_exponent_value;
extern float Cmdline_clip_dist;
extern float Cmdline_fov;
extern float Cmdline_ogl_spec;
extern float Cmdline_glow_factor;
extern float static_light_factor;
extern float static_point_factor;
extern float static_tube_factor;
+1 -1
View File
@@ -65,7 +65,7 @@
*
* Revision 2.8 2004/01/24 15:52:25 randomtiger
* I have submitted the new movie playing code despite the fact in D3D it sometimes plays behind the main window.
* In OGL it works perfectly and in both APIs it doesn't switch to the desktop anymore so hopefully people will not experience the crashes etc that the old system used to suffer from.
* In OGL it works perfectly and in both API's it doesnt switch to the desktop anymore so hopefully people will not experience the crashes etc that the old system used to suffer from.
*
* Revision 2.7 2003/08/21 20:54:38 randomtiger
* Fixed switching - RT
+3 -3
View File
@@ -21,7 +21,7 @@
* added preprocdefines.h to prevent what happened with fred -- make sure to make all fred2 headers include this file as the _first_ include -- i have already modified fs2 files to do this
*
* Revision 1.8 2004/02/16 11:47:31 randomtiger
* Removed a lot of files that we don't need anymore.
* Removed a lot of files that we dont need anymore.
* Changed htl to be on by default, command now -nohtl
* Changed D3D to use a 2D vertex for 2D operations which should cut down on redundant data having to go though the system.
* Added small change to all -start_mission flag to take you to any mission by filename, very useful for testing.
@@ -50,8 +50,8 @@
*
* Revision 1.4 2003/11/08 22:25:47 Kazan
* Timerbar was enabled in both release and debug - so i made it a command line option "-timerbar"
* DON'T MESS WITH OTHER PEOPLES INCLUDE PATHS
* DON'T MESS WITH EXEC NAMES (leave it fs2_open_r and fs2_open_d) or paths!
* DONT MESS WITH OTHER PEOPLES INCLUDE PATHS
* DONT MESS WITH EXEC NAMES (leave it fs2_open_r and fs2_open_d) or paths!
*
*
* $NoKeywords: $
+2 -2
View File
@@ -83,7 +83,7 @@
* taylor and I fixed fred2 by making code.lib and fred2's defines match up
*
* Revision 1.8 2004/05/02 18:03:19 randomtiger
* Fred doesn't need subspace palette any more
* Fred doesnt need subspace palette any more
*
* Revision 1.7 2004/04/03 18:06:35 Kazan
* Fixes:
@@ -796,7 +796,7 @@ int CFREDDoc::load_mission(char *pathname, int flags)
Assert(Mission_palette >= 0);
Assert(Mission_palette <= 98);
// RT, don't need this anymore
// RT, dont need this anymore
#if 0
if (The_mission.flags & MISSION_FLAG_SUBSPACE) {
+1 -1
View File
@@ -502,7 +502,7 @@ float flFrametime;
int game_zbuffer = 1;
int Current_mission = 0xdeadbeef;
char **Builtin_mission_names;
char Game_current_mission_filename[MAX_FILENAME_LEN];
char *Game_current_mission_filename;
CFILE *Working_demo;
struct beam_info;
bool Env_cubemap_drawn = false;
-1
View File
@@ -1549,7 +1549,6 @@ void clear_mission()
debrief_reset();
ship_init();
event_music_reset_choices();
clear_texture_replacements();
// alternate ship type names
mission_parse_reset_alt();
+1 -3
View File
@@ -678,8 +678,6 @@ int CFred_mission_save::autosave_mission_file(char *pathname)
err = -3;
// else if (save_briefing_info())
// err = -4;
else if (save_fiction())
err = -3;
else if (save_cmd_briefs())
err = -4;
else if (save_briefing())
@@ -1785,7 +1783,7 @@ int CFred_mission_save::save_objects()
required_string_fred("$Determination:");
parse_comments();
fout(" 10"); // dummy value for backwards compatibility
fout(" %d", Ships[i].determination);
if (optional_string_fred("+Flags:", "$Name:")) {
parse_comments();
+1 -1
View File
@@ -365,7 +365,7 @@ void CModifyVariableDlg::OnOK()
// validate data
validate_data(temp_data, RESET_FOCUS);
if (m_data_validated) {
// Don't get OnKillfocusModifyDefaultValue when ok
// Dont get OnKillfocusModifyDefaultValue when ok
if (!m_modified_value) {
if ( strcmp(Sexp_variables[get_sexp_var_index()].text, temp_data) ) {
m_modified_value = true;
+4 -4
View File
@@ -1524,7 +1524,7 @@ void sexp_tree::right_clicked(int mode)
int op_type = query_operator_argument_type(op, Replace_count); // check argument type at this position
// special case don't allow replace data for variable names
// special case dont allow replace data for variable names
// Goober5000 - why? the only place this happens is when replacing the ambiguous argument in
// modify-variable with a variable, which seems legal enough.
//if (op_type != OPF_AMBIGUOUS) {
@@ -1587,7 +1587,7 @@ void sexp_tree::right_clicked(int mode)
}
}
// can't modify if no variables
// cant modify if no variables
if (sexp_variable_count() == 0) {
menu.EnableMenuItem(ID_SEXP_TREE_MODIFY_VARIABLE, MF_GRAYED);
}
@@ -1835,7 +1835,7 @@ void sexp_tree::right_clicked(int mode)
list = get_listing_opf(type, parent, Replace_count);
// special case don't allow replace data for variable names
// special case dont allow replace data for variable names
if ( (type != OPF_VARIABLE_NAME) && list) {
sexp_list_item *ptr;
@@ -2394,7 +2394,7 @@ BOOL sexp_tree::OnCommand(WPARAM wParam, LPARAM lParam)
int type = get_type(item_handle);
Assert( (type & SEXPT_NUMBER) || (type & SEXPT_STRING) );
// don't do type check for modify-variable
// dont do type check for modify-variable
if (Modify_variable) {
if (Sexp_variables[var_idx].type & SEXP_VARIABLE_NUMBER) {
type = SEXPT_NUMBER;
View File
File mode changed.

Before

Width:  |  Height:  |  Size: 34 KiB

After

Width:  |  Height:  |  Size: 34 KiB

+26 -28
View File
@@ -856,7 +856,7 @@
*
* Revision 2.73 2004/02/20 18:04:27 randomtiger
* Changed memory leak detection to happen after atexit all other calls.
* This will mean it doesn't report leaks that are cleared by just before the game quits by preset functions.
* This will mean it doesnt report leaks that are cleared by just before the game quits by preset functions.
*
* Revision 2.72 2004/02/20 04:29:53 bobboau
* pluged memory leaks,
@@ -867,7 +867,7 @@
* Use _REPORT_MEM_LEAKS compile flag in code.lib to get a report of memory leaks from malloc calls.
*
* Revision 2.70 2004/02/16 11:47:32 randomtiger
* Removed a lot of files that we don't need anymore.
* Removed a lot of files that we dont need anymore.
* Changed htl to be on by default, command now -nohtl
* Changed D3D to use a 2D vertex for 2D operations which should cut down on redundant data having to go though the system.
* Added small change to all -start_mission flag to take you to any mission by filename, very useful for testing.
@@ -890,7 +890,7 @@
*
* Revision 2.67 2004/01/24 15:52:25 randomtiger
* I have submitted the new movie playing code despite the fact in D3D it sometimes plays behind the main window.
* In OGL it works perfectly and in both APIs it doesn't switch to the desktop anymore so hopefully people will not experience the crashes etc that the old system used to suffer from.
* In OGL it works perfectly and in both API's it doesnt switch to the desktop anymore so hopefully people will not experience the crashes etc that the old system used to suffer from.
*
* Revision 2.66 2004/01/23 00:14:27 randomtiger
* Fixed serious memory leak causes by use of -pcx32 flag
@@ -906,7 +906,7 @@
* Changed target view not to use lower res texture, hi res one is already chached so might as well use it
*
* Revision 2.63 2003/11/29 10:52:09 randomtiger
* Turned off D3D file mapping, it's using too much memory which may be hurting older systems and doesn't seem to be providing much of a speed benifit.
* Turned off D3D file mapping, its using too much memory which may be hurting older systems and doesnt seem to be providing much of a speed benifit.
* Added stats command for ingame stats on memory usage.
* Trys to play intro.mve and intro.avi, just to be safe since its not set by table.
* Added fix for fonts wrapping round in non standard hi res modes.
@@ -993,7 +993,7 @@
*
* Revision 2.47 2003/10/14 17:39:12 randomtiger
* Implemented hardware fog for the HT&L code path.
* It doesn't use the backgrounds anymore but it's still an improvement.
* It doesnt use the backgrounds anymore but its still an improvement.
* Currently it fogs to a brighter colour than it should because of Bob specular code.
* I will fix this after discussing it with Bob.
*
@@ -1096,12 +1096,12 @@
*
* I have also taken the opertunity to fix a few bugs in the launcher and add a new feature to make selecting mods a bit easier.
*
* The launcher now uses some files in the freespace project so it should be put into CVS with the rest of the code inside the 'code' directory (still in its 'Launcher' dir of course). Currently the launcher won't compile since speech.cpp and speech.h arent in cvs yet. But once Roee has checked in that will be sorted.
* The launcher now uses some files in the freespace project so it should be put into CVS with the rest of the code inside the 'code' directory (still in its 'Launcher' dir of course). Currently the launcher wont compile since speech.cpp and speech.h arent in cvs yet. But once Roee has checked in that will be sorted.
*
* I have also removed the internal launcher from the D3D8 module.
* Please contact me if you have any problems.
*
* When trying to run the exe after updating I get an error parsing 'rank.tbl' but im fairly sure thats nothing to do with me so I'll just have to leave it for now because I'm still using a 56K modem and can't afford to find out.
* When trying to run the exe after updating I get an error parsing 'rank.tbl' but im fairly sure thats nothing to do with me so I'll just have to leave it for now because I'm still using a 56K modem and cant afford to find out.
*
* Revision 2.32 2003/05/21 20:26:07 phreak
* improved chase camera code.. you can now fight using this camera
@@ -1161,7 +1161,7 @@
* --Goober5000
*
* Revision 2.16 2002/12/21 13:39:03 DTP
* did bit more house keeping. modfied Phreak's fps cmdline a bit, so that we don't have to specific build code.libs for fred, but can use the same code.lib for both fs2_open.exe and fred2_open.exe
* did bit more house keeping. modfied Phreaks fps cmdline a bit, so that we dont have to specific build code.libs for fred, but can use the same code.lib for both fs2_open.exe and fred2_open.exe
*
* Revision 2.15 2002/12/18 22:21:23 phreak
* tidied up game_init() a bit.. took out a bunch of unneeded ifdefs like E3_BUILD
@@ -2737,7 +2737,7 @@ uint load_post_level_init;
void game_level_init(int seed)
{
game_busy( NOX("** starting game_level_init() **") );
load_gl_init = (uint) time(NULL);
load_gl_init = time(NULL);
#ifdef USE_PYTHON
//Clear python images
py_clear_images();
@@ -2748,7 +2748,7 @@ void game_level_init(int seed)
// netgame security flags -- ensures that all players in multiplayer game will have the
// same randon number sequence (with static rand functions)
if ( Game_mode & GM_NORMAL ) {
Game_level_seed = (int) time(NULL);
Game_level_seed = time(NULL);
} else {
Game_level_seed = Netgame.security;
}
@@ -2864,7 +2864,7 @@ void game_level_init(int seed)
Env_cubemap_drawn = false;
load_gl_init = (uint) (time(NULL) - load_gl_init);
load_gl_init = time(NULL) - load_gl_init;
//WMC - Init multi players for level
if (Game_mode & GM_MULTIPLAYER && Player != NULL) {
@@ -3298,7 +3298,7 @@ int game_start_mission()
}
game_busy( NOX("** starting mission_load() **") );
load_mission_load = (uint) time(NULL);
load_mission_load = time(NULL);
if (mission_load(Game_current_mission_filename)) {
if ( !(Game_mode & GM_MULTIPLAYER) ) {
popup(PF_BODY_BIG, 1, POPUP_OK, XSTR( "Attempt to load the mission failed", 169));
@@ -3315,7 +3315,7 @@ int game_start_mission()
return 0;
}
load_mission_load = (uint) (time(NULL) - load_mission_load);
load_mission_load = time(NULL) - load_mission_load;
// free up memory from parsing the mission
extern void stop_parse();
@@ -3330,9 +3330,9 @@ int game_start_mission()
}*/
game_busy( NOX("** starting game_post_level_init() **") );
load_post_level_init = (uint) time(NULL);
load_post_level_init = time(NULL);
game_post_level_init();
load_post_level_init = (uint) (time(NULL) - load_post_level_init);
load_post_level_init = time(NULL) - load_post_level_init;
#ifndef NDEBUG
{
@@ -3636,7 +3636,7 @@ void game_init()
// seed the random number generator
Game_init_seed = (int) time(NULL);
Game_init_seed = time(NULL);
srand( Game_init_seed );
Framerate_delay = 0;
@@ -4647,7 +4647,7 @@ void game_tst_frame()
// setup tst
if(tst == 2){
tst_time = (int) time(NULL);
tst_time = time(NULL);
// load the tst bitmap
switch((int)frand_range(0.0f, 3.0)){
@@ -7045,14 +7045,12 @@ int game_poll()
return 0;
}
state = gameseq_get_state();
// If a popup is running, don't process all the Fn keys
if( popup_active()) {
if (state != GS_STATE_DEATH_BLEW_UP) {
return k;
}
}
// if( popup_active() ) {
// return k;
// }
state = gameseq_get_state();
// if ( k ) nprintf(( "General", "Key = %x\n", k ));
@@ -7083,8 +7081,8 @@ int game_poll()
case GS_STATE_OPTIONS_MENU:
case GS_STATE_HUD_CONFIG:
case GS_STATE_CONTROL_CONFIG:
case GS_STATE_DEATH_DIED:
// case GS_STATE_DEATH_BLEW_UP: // DEATH_BLEW_UP might be okay but do not comment out DEATH_DIED as otherwise no clean up is performed on the dead ship
// case GS_STATE_DEATH_DIED:
// case GS_STATE_DEATH_BLEW_UP:
case GS_STATE_VIEW_MEDALS:
break;
@@ -8087,7 +8085,7 @@ void game_enter_state( int old_state, int new_state )
// Main_hall_netgame_started = 1;
// main_hall_do_multi_ready();
//} DTP commented out to keep original source
if ( (Cmdline_start_netgame || (Cmdline_connect_addr != NULL)) && (!Main_hall_netgame_started) /*&& (Game_mode == GM_MULTIPLAYER)*/) { // DTP added "&& (game_mode == GM_multiplayer)" so that ppl don't get thrown into Multiplayer with a Singleplayer Pilot.
if ( (Cmdline_start_netgame || (Cmdline_connect_addr != NULL)) && (!Main_hall_netgame_started) /*&& (Game_mode == GM_MULTIPLAYER)*/) { // DTP added "&& (game_mode == GM_multiplayer)" so that ppl dont get thrown into Multiplayer with a Singleplayer Pilot.
Main_hall_netgame_started = 1;
main_hall_do_multi_ready();
}
@@ -10729,7 +10727,7 @@ int find_freespace_cd(char *volume_name)
}
#if !defined(OEM_BUILD)
// oem not on 80 min cds, so don't check tha size
// oem not on 80 min cds, so dont check tha size
// check its size
uint used_space = game_get_cd_used_space(path);
if(used_space < CD_SIZE_72_MINUTE_MAX){
+429 -429
View File
@@ -1,429 +1,429 @@
//Microsoft Developer Studio generated resource script.
//
#include "freespaceresource.h"
#define APSTUDIO_READONLY_SYMBOLS
/////////////////////////////////////////////////////////////////////////////
//
// Generated from the TEXTINCLUDE 2 resource.
//
#include <windows.h>
/////////////////////////////////////////////////////////////////////////////
#undef APSTUDIO_READONLY_SYMBOLS
/////////////////////////////////////////////////////////////////////////////
// English (U.S.) resources
#if !defined(AFX_RESOURCE_DLL) || defined(AFX_TARG_ENU)
#ifdef _WIN32
LANGUAGE LANG_ENGLISH, SUBLANG_ENGLISH_US
#pragma code_page(1252)
#endif //_WIN32
#ifdef APSTUDIO_INVOKED
/////////////////////////////////////////////////////////////////////////////
//
// TEXTINCLUDE
//
1 TEXTINCLUDE DISCARDABLE
BEGIN
"freespaceresource.h\0"
END
2 TEXTINCLUDE DISCARDABLE
BEGIN
"#include <windows.h>\0"
END
3 TEXTINCLUDE DISCARDABLE
BEGIN
"\r\n"
"\0"
END
#endif // APSTUDIO_INVOKED
/////////////////////////////////////////////////////////////////////////////
//
// Dialog
//
DEBUG_MENU DIALOG DISCARDABLE 0, 0, 185, 159
STYLE DS_MODALFRAME | WS_POPUP | WS_CAPTION | WS_SYSMENU
CAPTION "Debug Menu"
FONT 8, "MS Sans Serif"
BEGIN
LISTBOX IDC_LIST_DEBUG,7,7,171,121,LBS_OWNERDRAWFIXED |
LBS_NOINTEGRALHEIGHT | WS_VSCROLL | WS_TABSTOP
PUSHBUTTON "Ok",IDOK,7,137,171,14
END
FIND_DIALOG DIALOG DISCARDABLE 0, 0, 119, 47
STYLE DS_MODALFRAME | WS_POPUP | WS_CAPTION | WS_SYSMENU
CAPTION "Find Text"
FONT 8, "MS Sans Serif"
BEGIN
EDITTEXT IDC_TEXT,7,7,105,14,ES_AUTOHSCROLL
DEFPUSHBUTTON "Find",IDOK,7,26,50,14
PUSHBUTTON "Cancel",IDCANCEL,62,26,50,14
END
IDD_CONNECT DIALOG DISCARDABLE 0, 0, 215, 253
STYLE DS_3DLOOK | WS_POPUP | WS_VISIBLE | WS_CAPTION | WS_SYSMENU
CAPTION "Server"
FONT 8, "MS Sans Serif"
BEGIN
LTEXT "# Connections :",IDC_CON_COUNT,7,54,148,10
LISTBOX IDC_CONPING,7,79,148,167,WS_VSCROLL | WS_TABSTOP
LTEXT "Address and Ping",IDC_STATIC,7,66,143,10
PUSHBUTTON "Reset All",IDC_RESET_MULTI,162,174,46,72
PUSHBUTTON "Kick",IDC_KICK_BUTTON,161,80,47,19
CONTROL "",IDC_STATIC,"Static",SS_GRAYRECT,7,48,201,1
EDITTEXT IDC_STD_NAME,64,14,144,14,ES_AUTOHSCROLL
LTEXT "Server Name",IDC_STATIC,7,17,42,8
EDITTEXT IDC_STD_HOST_PASSWD,64,32,144,14,ES_AUTOHSCROLL
LTEXT "Host Password",IDC_STATIC,7,33,48,8
PUSHBUTTON "Refresh Missions",IDC_PXO_REFRESH,161,116,47,36,
BS_MULTILINE
END
IDD_MULTI DIALOG DISCARDABLE 0, 0, 215, 253
STYLE DS_MODALFRAME | DS_3DLOOK | WS_POPUP | WS_VISIBLE | WS_CAPTION |
WS_SYSMENU
CAPTION "Multi-Player"
FONT 8, "MS Sans Serif"
BEGIN
LTEXT "Frame Cap :",10,7,28,43,8
LTEXT "",IDC_FRAMECAP_STATIC,53,29,46,10,SS_SUNKEN
LTEXT "Realized FPS :",IDC_STATIC_A,119,30,49,12
LTEXT "",IDC_STANDALONE_FPS,172,29,34,11,SS_SUNKEN
LTEXT "Mission Time :",IDC_STATIC_A2,13,91,49,12
LTEXT "",IDC_STANDALONE_MTIME,71,90,125,11,SS_SUNKEN
CONTROL "",IDC_STATIC,"Static",SS_WHITERECT | SS_SUNKEN,7,43,199,
1
LTEXT "Mission Name :",IDC_STATIC,13,80,52,11
LTEXT "",IDC_MISSION_NAME,71,78,125,11,SS_SUNKEN
LTEXT "Mission Goals",IDC_STATIC,7,140,74,8
LTEXT "Netgame Information",IDC_STATIC,133,140,66,8
LTEXT "Max Players",IDC_STATIC,117,158,42,8
LTEXT "Max Observers",IDC_STATIC,117,184,48,8
LTEXT "Security",IDC_STATIC,117,210,26,8
LTEXT "Respawns",IDC_STATIC,117,236,34,8
LTEXT "",IDC_NG_MAXPLAYERS,178,158,28,8
LTEXT "",IDC_NG_MAXOBSERVERS,178,184,28,8
LTEXT "",IDC_NG_SECURITY,178,210,28,8
LTEXT "",IDC_NG_RESPAWNS,178,236,28,8
END
IDD_PLAYER_DIALOG DIALOG DISCARDABLE 0, 0, 215, 253
STYLE DS_MODALFRAME | WS_POPUP | WS_CAPTION | WS_SYSMENU
CAPTION "Player Info"
FONT 8, "MS Sans Serif"
BEGIN
COMBOBOX IDC_PLAYER_LIST,77,6,112,169,CBS_DROPDOWNLIST |
WS_VSCROLL | WS_TABSTOP
LTEXT "Ship Type",IDC_STATIC,7,24,38,10
CONTROL "",IDC_STATIC,"Static",SS_WHITERECT | SS_NOTIFY |
SS_SUNKEN,7,55,201,1
LTEXT "",IDC_PSHIP_TYPE,53,24,49,10,SS_SUNKEN
LTEXT "Mission Stats",IDC_STATIC,133,59,44,10
LTEXT "Primary Shots",IDC_STATIC,7,118,45,9
LTEXT "Primary Hits",IDC_STATIC,7,129,40,9
LTEXT "Primary BH Hits",IDC_STATIC,7,140,50,9
LTEXT "Primary Hit %",IDC_STATIC,7,151,43,9
LTEXT "Primary BH Hit %",IDC_STATIC,7,162,55,9
CONTROL "",IDC_STATIC,"Static",SS_WHITERECT | SS_NOTIFY |
SS_SUNKEN,106,24,1,222
LTEXT "All Time Stats",IDC_STATIC,33,59,44,10
LTEXT "Primary Shots",IDC_STATIC,109,118,45,9
LTEXT "Primary Hits",IDC_STATIC,109,129,40,9
LTEXT "Primary BH Hits",IDC_STATIC,109,140,50,9
LTEXT "Primary Hit %",IDC_STATIC,109,151,43,9
LTEXT "Primary BH Hit %",IDC_STATIC,109,162,55,9
LTEXT "Secondary Shots",IDC_STATIC,7,173,56,9
LTEXT "Secondary Hits",IDC_STATIC,7,184,49,9
LTEXT "Secondary BH Hits",IDC_STATIC,7,195,63,9
LTEXT "Secondary Hit %",IDC_STATIC,7,206,55,9
LTEXT "Secondary BH Hit %",IDC_STATIC,7,217,65,9
LTEXT "Secondary Shots",IDC_STATIC,109,173,56,9
LTEXT "Secondary Hits",IDC_STATIC,109,184,49,9
LTEXT "Secondary BH Hits",IDC_STATIC,109,195,63,9
LTEXT "Secondary Hit %",IDC_STATIC,109,206,55,9
LTEXT "Secondary BH Hit %",IDC_STATIC,109,217,65,9
LTEXT "",IDC_PSHOTS,75,118,28,8,SS_SUNKEN
LTEXT "",IDC_PHITS,75,129,28,8,SS_SUNKEN
LTEXT "",IDC_PBHHITS,75,140,28,8,SS_SUNKEN
LTEXT "",IDC_PPCT,75,151,28,8,SS_SUNKEN
LTEXT "",IDC_PBHPCT,75,162,28,8,SS_SUNKEN
LTEXT "",IDC_SSHOTS,75,173,28,8,SS_SUNKEN
LTEXT "",IDC_SECHITS,75,184,28,8,SS_SUNKEN
LTEXT "",IDC_SBHHITS,75,195,28,8,SS_SUNKEN
LTEXT "",IDC_SPCT,75,206,28,8,SS_SUNKEN
LTEXT "",IDC_SBHPCT,75,217,28,8,SS_SUNKEN
LTEXT "",IDC_MPSHOTS,180,118,28,8,SS_SUNKEN
LTEXT "",IDC_MPHITS,180,129,28,8,SS_SUNKEN
LTEXT "",IDC_MPBHHITS,180,140,28,8,SS_SUNKEN
LTEXT "",IDC_MPPCT,180,151,28,8,SS_SUNKEN
LTEXT "",IDC_MPBHPCT,180,162,28,9,SS_SUNKEN
LTEXT "",IDC_MSSHOTS,180,173,28,8,SS_SUNKEN
LTEXT "",IDC_MSECHITS,180,184,28,8,SS_SUNKEN
LTEXT "",IDC_MSBHHITS,180,195,28,8,SS_SUNKEN
LTEXT "",IDC_MSPCT,180,206,28,8,SS_SUNKEN
LTEXT "",IDC_MSBHPCT,180,217,28,8,SS_SUNKEN
CONTROL "",IDC_PINFO_PING,"Static",SS_WHITERECT | SS_NOTIFY |
SS_SUNKEN,7,235,201,1
LTEXT "Player",IDC_STATIC,44,6,20,8
LTEXT "",IDC_PING_TIME,53,38,49,10,SS_SUNKEN
LTEXT "Avg Ping",IDC_STATIC,7,38,32,9
LTEXT "Assists",IDC_STATIC,7,107,54,10
LTEXT "Assists",IDC_STATIC,109,107,54,10
LTEXT "",IDC_ASSISTS,75,107,28,8,SS_SUNKEN
LTEXT "",IDC_MASSISTS,180,107,28,8,SS_SUNKEN
LTEXT "Score",IDC_STATIC,7,73,20,8
LTEXT "Score",IDC_STATIC,109,73,20,8
LTEXT "Kills",IDC_STATIC,7,84,13,8
LTEXT "Kills",IDC_STATIC,109,84,13,8
LTEXT "Friendly Kills",IDC_STATIC,109,96,39,8
LTEXT "Friendly Kills",IDC_STATIC,7,96,39,8
LTEXT "",IDC_SCORE,75,74,28,8,SS_SUNKEN
LTEXT "",IDC_KILL_COUNT,75,85,28,8,SS_SUNKEN
LTEXT "",IDC_KILL_COUNT_BH,75,96,28,8,SS_SUNKEN
LTEXT "",IDC_MSCORE,180,74,28,8,SS_SUNKEN
LTEXT "",IDC_MKILL_COUNT,180,85,28,8,SS_SUNKEN
LTEXT "",IDC_MKILL_COUNT_BH,180,96,28,8,SS_SUNKEN
END
IDD_GODSTUFF DIALOG DISCARDABLE 0, 0, 215, 253
STYLE DS_MODALFRAME | WS_POPUP | WS_CAPTION | WS_SYSMENU
CAPTION "God Stuff"
FONT 8, "MS Sans Serif"
BEGIN
COMBOBOX IDC_PLAYER_GOD_LIST,39,7,101,211,CBS_DROPDOWNLIST |
WS_VSCROLL | WS_TABSTOP
LTEXT "",IDC_GODSTUFF_FPS,177,7,31,8,SS_SUNKEN
LTEXT "FPS",IDC_STATIC,154,7,16,8
LTEXT "Player ",IDC_STATIC,7,7,20,12
EDITTEXT IDC_GODSTUFF_BROADCAST,7,47,201,12,ES_MULTILINE
LTEXT "Server Message",IDC_STATIC,7,39,54,8
PUSHBUTTON "Send",IDC_GODSTUFF_SENDMESS,7,59,70,13
LISTBOX IDC_GOD_CHAT,7,84,201,162,LBS_NOINTEGRALHEIGHT |
LBS_NOSEL | WS_VSCROLL | WS_HSCROLL | WS_TABSTOP
END
IDD_DEBUG_DIALOG DIALOG DISCARDABLE 0, 0, 215, 253
STYLE DS_MODALFRAME | WS_POPUP | WS_CAPTION | WS_SYSMENU
CAPTION "Debug"
FONT 8, "MS Sans Serif"
BEGIN
LTEXT "Standalone State :",IDC_STATIC,7,7,61,11
LTEXT "",IDC_STANDALONE_STATE,71,7,125,11,SS_SUNKEN
LTEXT "Multi log:",IDC_STATIC,8,26,29,8
LISTBOX IDC_MULTILOG,7,37,201,209,NOT LBS_NOTIFY |
LBS_NOINTEGRALHEIGHT | LBS_NOSEL | WS_VSCROLL |
WS_HSCROLL | WS_TABSTOP
END
IDD_GEN DIALOG DISCARDABLE 0, 0, 186, 95
STYLE DS_MODALFRAME | DS_SETFOREGROUND | DS_3DLOOK | WS_POPUP | WS_VISIBLE |
WS_CAPTION | WS_SYSMENU
CAPTION "Dialog"
FONT 8, "MS Sans Serif"
BEGIN
CTEXT "",IDC_FIELD1,27,11,136,8
CTEXT "",IDC_FIELD2,28,30,130,8
CTEXT "",IDC_FIELD3,27,49,138,8
END
IDD_DIALOG1 DIALOG DISCARDABLE 0, 0, 186, 95
STYLE DS_MODALFRAME | WS_POPUP | WS_CAPTION | WS_SYSMENU
CAPTION "Dialog"
FONT 8, "MS Sans Serif"
BEGIN
DEFPUSHBUTTON "OK",IDOK,129,7,50,14
PUSHBUTTON "Cancel",IDCANCEL,129,24,50,14
END
/////////////////////////////////////////////////////////////////////////////
//
// DESIGNINFO
//
#ifdef APSTUDIO_INVOKED
GUIDELINES DESIGNINFO DISCARDABLE
BEGIN
"DEBUG_MENU", DIALOG
BEGIN
LEFTMARGIN, 7
RIGHTMARGIN, 178
TOPMARGIN, 7
BOTTOMMARGIN, 152
END
"FIND_DIALOG", DIALOG
BEGIN
LEFTMARGIN, 7
RIGHTMARGIN, 112
TOPMARGIN, 7
BOTTOMMARGIN, 40
END
IDD_CONNECT, DIALOG
BEGIN
LEFTMARGIN, 7
RIGHTMARGIN, 208
TOPMARGIN, 7
BOTTOMMARGIN, 246
END
IDD_MULTI, DIALOG
BEGIN
LEFTMARGIN, 7
RIGHTMARGIN, 206
TOPMARGIN, 7
BOTTOMMARGIN, 246
END
IDD_PLAYER_DIALOG, DIALOG
BEGIN
LEFTMARGIN, 7
RIGHTMARGIN, 208
TOPMARGIN, 6
BOTTOMMARGIN, 246
END
IDD_GODSTUFF, DIALOG
BEGIN
LEFTMARGIN, 7
RIGHTMARGIN, 208
TOPMARGIN, 7
BOTTOMMARGIN, 246
END
IDD_DEBUG_DIALOG, DIALOG
BEGIN
LEFTMARGIN, 7
RIGHTMARGIN, 208
TOPMARGIN, 7
BOTTOMMARGIN, 246
END
IDD_GEN, DIALOG
BEGIN
LEFTMARGIN, 7
RIGHTMARGIN, 179
TOPMARGIN, 5
BOTTOMMARGIN, 88
END
IDD_DIALOG1, DIALOG
BEGIN
LEFTMARGIN, 7
RIGHTMARGIN, 179
TOPMARGIN, 7
BOTTOMMARGIN, 88
END
END
#endif // APSTUDIO_INVOKED
#ifndef _MAC
/////////////////////////////////////////////////////////////////////////////
//
// Version
//
VS_VERSION_INFO VERSIONINFO
FILEVERSION 1,0,0,1
PRODUCTVERSION 1,0,0,1
FILEFLAGSMASK 0x3fL
#ifdef _DEBUG
FILEFLAGS 0x1L
#else
FILEFLAGS 0x0L
#endif
FILEOS 0x40004L
FILETYPE 0x1L
FILESUBTYPE 0x0L
BEGIN
BLOCK "StringFileInfo"
BEGIN
BLOCK "040904b0"
BEGIN
VALUE "CompanyName", "Volition Inc.\0"
VALUE "FileDescription", "FreeSpace\0"
VALUE "FileVersion", "1.03.01\0"
VALUE "InternalName", "FreeSpace\0"
VALUE "LegalCopyright", "Copyright © 1998\0"
VALUE "OriginalFilename", "fs.exe\0"
VALUE "ProductName", "FreeSpace\0"
VALUE "ProductVersion", "1.03.01\0"
END
END
BLOCK "VarFileInfo"
BEGIN
VALUE "Translation", 0x409, 1200
END
END
#endif // !_MAC
/////////////////////////////////////////////////////////////////////////////
//
// Bitmap
//
IDB_GOAL_INC BITMAP DISCARDABLE "goal_inc.bmp"
IDB_GOAL_COMP BITMAP DISCARDABLE "goal_com.bmp"
IDB_GOAL_ORD BITMAP DISCARDABLE "goal_ord.bmp"
IDB_GOAL_NONE BITMAP DISCARDABLE "goal_none.bmp"
IDB_GOAL_FAIL BITMAP DISCARDABLE "goal_fail.bmp"
/////////////////////////////////////////////////////////////////////////////
//
// Icon
//
// Icon with lowest ID value placed first to ensure application icon
// remains consistent on all systems.
IDI_APP_ICON ICON DISCARDABLE "app_icon.ico"
IDI_APP_ICON_GLOW ICON DISCARDABLE "app_icon_glow.ico"
#endif // English (U.S.) resources
/////////////////////////////////////////////////////////////////////////////
/////////////////////////////////////////////////////////////////////////////
// English (U.K.) resources
#if !defined(AFX_RESOURCE_DLL) || defined(AFX_TARG_ENG)
#ifdef _WIN32
LANGUAGE LANG_ENGLISH, SUBLANG_ENGLISH_UK
#pragma code_page(1252)
#endif //_WIN32
#endif // English (U.K.) resources
/////////////////////////////////////////////////////////////////////////////
#ifndef APSTUDIO_INVOKED
/////////////////////////////////////////////////////////////////////////////
//
// Generated from the TEXTINCLUDE 3 resource.
//
/////////////////////////////////////////////////////////////////////////////
#endif // not APSTUDIO_INVOKED
/////////////////////////////////////////////////////////////////////////////
//
// SRGRAMMAR
//
#ifdef FS2_VOICER
IDR_CMD_CFG SRGRAMMAR DISCARDABLE "..\..\code\sound\phrases.cfg"
#endif
//Microsoft Developer Studio generated resource script.
//
#include "freespaceresource.h"
#define APSTUDIO_READONLY_SYMBOLS
/////////////////////////////////////////////////////////////////////////////
//
// Generated from the TEXTINCLUDE 2 resource.
//
#include <windows.h>
/////////////////////////////////////////////////////////////////////////////
#undef APSTUDIO_READONLY_SYMBOLS
/////////////////////////////////////////////////////////////////////////////
// English (U.S.) resources
#if !defined(AFX_RESOURCE_DLL) || defined(AFX_TARG_ENU)
#ifdef _WIN32
LANGUAGE LANG_ENGLISH, SUBLANG_ENGLISH_US
#pragma code_page(1252)
#endif //_WIN32
#ifdef APSTUDIO_INVOKED
/////////////////////////////////////////////////////////////////////////////
//
// TEXTINCLUDE
//
1 TEXTINCLUDE DISCARDABLE
BEGIN
"freespaceresource.h\0"
END
2 TEXTINCLUDE DISCARDABLE
BEGIN
"#include <windows.h>\0"
END
3 TEXTINCLUDE DISCARDABLE
BEGIN
"\r\n"
"\0"
END
#endif // APSTUDIO_INVOKED
/////////////////////////////////////////////////////////////////////////////
//
// Dialog
//
DEBUG_MENU DIALOG DISCARDABLE 0, 0, 185, 159
STYLE DS_MODALFRAME | WS_POPUP | WS_CAPTION | WS_SYSMENU
CAPTION "Debug Menu"
FONT 8, "MS Sans Serif"
BEGIN
LISTBOX IDC_LIST_DEBUG,7,7,171,121,LBS_OWNERDRAWFIXED |
LBS_NOINTEGRALHEIGHT | WS_VSCROLL | WS_TABSTOP
PUSHBUTTON "Ok",IDOK,7,137,171,14
END
FIND_DIALOG DIALOG DISCARDABLE 0, 0, 119, 47
STYLE DS_MODALFRAME | WS_POPUP | WS_CAPTION | WS_SYSMENU
CAPTION "Find Text"
FONT 8, "MS Sans Serif"
BEGIN
EDITTEXT IDC_TEXT,7,7,105,14,ES_AUTOHSCROLL
DEFPUSHBUTTON "Find",IDOK,7,26,50,14
PUSHBUTTON "Cancel",IDCANCEL,62,26,50,14
END
IDD_CONNECT DIALOG DISCARDABLE 0, 0, 215, 253
STYLE DS_3DLOOK | WS_POPUP | WS_VISIBLE | WS_CAPTION | WS_SYSMENU
CAPTION "Server"
FONT 8, "MS Sans Serif"
BEGIN
LTEXT "# Connections :",IDC_CON_COUNT,7,54,148,10
LISTBOX IDC_CONPING,7,79,148,167,WS_VSCROLL | WS_TABSTOP
LTEXT "Address and Ping",IDC_STATIC,7,66,143,10
PUSHBUTTON "Reset All",IDC_RESET_MULTI,162,174,46,72
PUSHBUTTON "Kick",IDC_KICK_BUTTON,161,80,47,19
CONTROL "",IDC_STATIC,"Static",SS_GRAYRECT,7,48,201,1
EDITTEXT IDC_STD_NAME,64,14,144,14,ES_AUTOHSCROLL
LTEXT "Server Name",IDC_STATIC,7,17,42,8
EDITTEXT IDC_STD_HOST_PASSWD,64,32,144,14,ES_AUTOHSCROLL
LTEXT "Host Password",IDC_STATIC,7,33,48,8
PUSHBUTTON "Refresh Missions",IDC_PXO_REFRESH,161,116,47,36,
BS_MULTILINE
END
IDD_MULTI DIALOG DISCARDABLE 0, 0, 215, 253
STYLE DS_MODALFRAME | DS_3DLOOK | WS_POPUP | WS_VISIBLE | WS_CAPTION |
WS_SYSMENU
CAPTION "Multi-Player"
FONT 8, "MS Sans Serif"
BEGIN
LTEXT "Frame Cap :",10,7,28,43,8
LTEXT "",IDC_FRAMECAP_STATIC,53,29,46,10,SS_SUNKEN
LTEXT "Realized FPS :",IDC_STATIC_A,119,30,49,12
LTEXT "",IDC_STANDALONE_FPS,172,29,34,11,SS_SUNKEN
LTEXT "Mission Time :",IDC_STATIC_A2,13,91,49,12
LTEXT "",IDC_STANDALONE_MTIME,71,90,125,11,SS_SUNKEN
CONTROL "",IDC_STATIC,"Static",SS_WHITERECT | SS_SUNKEN,7,43,199,
1
LTEXT "Mission Name :",IDC_STATIC,13,80,52,11
LTEXT "",IDC_MISSION_NAME,71,78,125,11,SS_SUNKEN
LTEXT "Mission Goals",IDC_STATIC,7,140,74,8
LTEXT "Netgame Information",IDC_STATIC,133,140,66,8
LTEXT "Max Players",IDC_STATIC,117,158,42,8
LTEXT "Max Observers",IDC_STATIC,117,184,48,8
LTEXT "Security",IDC_STATIC,117,210,26,8
LTEXT "Respawns",IDC_STATIC,117,236,34,8
LTEXT "",IDC_NG_MAXPLAYERS,178,158,28,8
LTEXT "",IDC_NG_MAXOBSERVERS,178,184,28,8
LTEXT "",IDC_NG_SECURITY,178,210,28,8
LTEXT "",IDC_NG_RESPAWNS,178,236,28,8
END
IDD_PLAYER_DIALOG DIALOG DISCARDABLE 0, 0, 215, 253
STYLE DS_MODALFRAME | WS_POPUP | WS_CAPTION | WS_SYSMENU
CAPTION "Player Info"
FONT 8, "MS Sans Serif"
BEGIN
COMBOBOX IDC_PLAYER_LIST,77,6,112,169,CBS_DROPDOWNLIST |
WS_VSCROLL | WS_TABSTOP
LTEXT "Ship Type",IDC_STATIC,7,24,38,10
CONTROL "",IDC_STATIC,"Static",SS_WHITERECT | SS_NOTIFY |
SS_SUNKEN,7,55,201,1
LTEXT "",IDC_PSHIP_TYPE,53,24,49,10,SS_SUNKEN
LTEXT "Mission Stats",IDC_STATIC,133,59,44,10
LTEXT "Primary Shots",IDC_STATIC,7,118,45,9
LTEXT "Primary Hits",IDC_STATIC,7,129,40,9
LTEXT "Primary BH Hits",IDC_STATIC,7,140,50,9
LTEXT "Primary Hit %",IDC_STATIC,7,151,43,9
LTEXT "Primary BH Hit %",IDC_STATIC,7,162,55,9
CONTROL "",IDC_STATIC,"Static",SS_WHITERECT | SS_NOTIFY |
SS_SUNKEN,106,24,1,222
LTEXT "All Time Stats",IDC_STATIC,33,59,44,10
LTEXT "Primary Shots",IDC_STATIC,109,118,45,9
LTEXT "Primary Hits",IDC_STATIC,109,129,40,9
LTEXT "Primary BH Hits",IDC_STATIC,109,140,50,9
LTEXT "Primary Hit %",IDC_STATIC,109,151,43,9
LTEXT "Primary BH Hit %",IDC_STATIC,109,162,55,9
LTEXT "Secondary Shots",IDC_STATIC,7,173,56,9
LTEXT "Secondary Hits",IDC_STATIC,7,184,49,9
LTEXT "Secondary BH Hits",IDC_STATIC,7,195,63,9
LTEXT "Secondary Hit %",IDC_STATIC,7,206,55,9
LTEXT "Secondary BH Hit %",IDC_STATIC,7,217,65,9
LTEXT "Secondary Shots",IDC_STATIC,109,173,56,9
LTEXT "Secondary Hits",IDC_STATIC,109,184,49,9
LTEXT "Secondary BH Hits",IDC_STATIC,109,195,63,9
LTEXT "Secondary Hit %",IDC_STATIC,109,206,55,9
LTEXT "Secondary BH Hit %",IDC_STATIC,109,217,65,9
LTEXT "",IDC_PSHOTS,75,118,28,8,SS_SUNKEN
LTEXT "",IDC_PHITS,75,129,28,8,SS_SUNKEN
LTEXT "",IDC_PBHHITS,75,140,28,8,SS_SUNKEN
LTEXT "",IDC_PPCT,75,151,28,8,SS_SUNKEN
LTEXT "",IDC_PBHPCT,75,162,28,8,SS_SUNKEN
LTEXT "",IDC_SSHOTS,75,173,28,8,SS_SUNKEN
LTEXT "",IDC_SECHITS,75,184,28,8,SS_SUNKEN
LTEXT "",IDC_SBHHITS,75,195,28,8,SS_SUNKEN
LTEXT "",IDC_SPCT,75,206,28,8,SS_SUNKEN
LTEXT "",IDC_SBHPCT,75,217,28,8,SS_SUNKEN
LTEXT "",IDC_MPSHOTS,180,118,28,8,SS_SUNKEN
LTEXT "",IDC_MPHITS,180,129,28,8,SS_SUNKEN
LTEXT "",IDC_MPBHHITS,180,140,28,8,SS_SUNKEN
LTEXT "",IDC_MPPCT,180,151,28,8,SS_SUNKEN
LTEXT "",IDC_MPBHPCT,180,162,28,9,SS_SUNKEN
LTEXT "",IDC_MSSHOTS,180,173,28,8,SS_SUNKEN
LTEXT "",IDC_MSECHITS,180,184,28,8,SS_SUNKEN
LTEXT "",IDC_MSBHHITS,180,195,28,8,SS_SUNKEN
LTEXT "",IDC_MSPCT,180,206,28,8,SS_SUNKEN
LTEXT "",IDC_MSBHPCT,180,217,28,8,SS_SUNKEN
CONTROL "",IDC_PINFO_PING,"Static",SS_WHITERECT | SS_NOTIFY |
SS_SUNKEN,7,235,201,1
LTEXT "Player",IDC_STATIC,44,6,20,8
LTEXT "",IDC_PING_TIME,53,38,49,10,SS_SUNKEN
LTEXT "Avg Ping",IDC_STATIC,7,38,32,9
LTEXT "Assists",IDC_STATIC,7,107,54,10
LTEXT "Assists",IDC_STATIC,109,107,54,10
LTEXT "",IDC_ASSISTS,75,107,28,8,SS_SUNKEN
LTEXT "",IDC_MASSISTS,180,107,28,8,SS_SUNKEN
LTEXT "Score",IDC_STATIC,7,73,20,8
LTEXT "Score",IDC_STATIC,109,73,20,8
LTEXT "Kills",IDC_STATIC,7,84,13,8
LTEXT "Kills",IDC_STATIC,109,84,13,8
LTEXT "Friendly Kills",IDC_STATIC,109,96,39,8
LTEXT "Friendly Kills",IDC_STATIC,7,96,39,8
LTEXT "",IDC_SCORE,75,74,28,8,SS_SUNKEN
LTEXT "",IDC_KILL_COUNT,75,85,28,8,SS_SUNKEN
LTEXT "",IDC_KILL_COUNT_BH,75,96,28,8,SS_SUNKEN
LTEXT "",IDC_MSCORE,180,74,28,8,SS_SUNKEN
LTEXT "",IDC_MKILL_COUNT,180,85,28,8,SS_SUNKEN
LTEXT "",IDC_MKILL_COUNT_BH,180,96,28,8,SS_SUNKEN
END
IDD_GODSTUFF DIALOG DISCARDABLE 0, 0, 215, 253
STYLE DS_MODALFRAME | WS_POPUP | WS_CAPTION | WS_SYSMENU
CAPTION "God Stuff"
FONT 8, "MS Sans Serif"
BEGIN
COMBOBOX IDC_PLAYER_GOD_LIST,39,7,101,211,CBS_DROPDOWNLIST |
WS_VSCROLL | WS_TABSTOP
LTEXT "",IDC_GODSTUFF_FPS,177,7,31,8,SS_SUNKEN
LTEXT "FPS",IDC_STATIC,154,7,16,8
LTEXT "Player ",IDC_STATIC,7,7,20,12
EDITTEXT IDC_GODSTUFF_BROADCAST,7,47,201,12,ES_MULTILINE
LTEXT "Server Message",IDC_STATIC,7,39,54,8
PUSHBUTTON "Send",IDC_GODSTUFF_SENDMESS,7,59,70,13
LISTBOX IDC_GOD_CHAT,7,84,201,162,LBS_NOINTEGRALHEIGHT |
LBS_NOSEL | WS_VSCROLL | WS_HSCROLL | WS_TABSTOP
END
IDD_DEBUG_DIALOG DIALOG DISCARDABLE 0, 0, 215, 253
STYLE DS_MODALFRAME | WS_POPUP | WS_CAPTION | WS_SYSMENU
CAPTION "Debug"
FONT 8, "MS Sans Serif"
BEGIN
LTEXT "Standalone State :",IDC_STATIC,7,7,61,11
LTEXT "",IDC_STANDALONE_STATE,71,7,125,11,SS_SUNKEN
LTEXT "Multi log:",IDC_STATIC,8,26,29,8
LISTBOX IDC_MULTILOG,7,37,201,209,NOT LBS_NOTIFY |
LBS_NOINTEGRALHEIGHT | LBS_NOSEL | WS_VSCROLL |
WS_HSCROLL | WS_TABSTOP
END
IDD_GEN DIALOG DISCARDABLE 0, 0, 186, 95
STYLE DS_MODALFRAME | DS_SETFOREGROUND | DS_3DLOOK | WS_POPUP | WS_VISIBLE |
WS_CAPTION | WS_SYSMENU
CAPTION "Dialog"
FONT 8, "MS Sans Serif"
BEGIN
CTEXT "",IDC_FIELD1,27,11,136,8
CTEXT "",IDC_FIELD2,28,30,130,8
CTEXT "",IDC_FIELD3,27,49,138,8
END
IDD_DIALOG1 DIALOG DISCARDABLE 0, 0, 186, 95
STYLE DS_MODALFRAME | WS_POPUP | WS_CAPTION | WS_SYSMENU
CAPTION "Dialog"
FONT 8, "MS Sans Serif"
BEGIN
DEFPUSHBUTTON "OK",IDOK,129,7,50,14
PUSHBUTTON "Cancel",IDCANCEL,129,24,50,14
END
/////////////////////////////////////////////////////////////////////////////
//
// DESIGNINFO
//
#ifdef APSTUDIO_INVOKED
GUIDELINES DESIGNINFO DISCARDABLE
BEGIN
"DEBUG_MENU", DIALOG
BEGIN
LEFTMARGIN, 7
RIGHTMARGIN, 178
TOPMARGIN, 7
BOTTOMMARGIN, 152
END
"FIND_DIALOG", DIALOG
BEGIN
LEFTMARGIN, 7
RIGHTMARGIN, 112
TOPMARGIN, 7
BOTTOMMARGIN, 40
END
IDD_CONNECT, DIALOG
BEGIN
LEFTMARGIN, 7
RIGHTMARGIN, 208
TOPMARGIN, 7
BOTTOMMARGIN, 246
END
IDD_MULTI, DIALOG
BEGIN
LEFTMARGIN, 7
RIGHTMARGIN, 206
TOPMARGIN, 7
BOTTOMMARGIN, 246
END
IDD_PLAYER_DIALOG, DIALOG
BEGIN
LEFTMARGIN, 7
RIGHTMARGIN, 208
TOPMARGIN, 6
BOTTOMMARGIN, 246
END
IDD_GODSTUFF, DIALOG
BEGIN
LEFTMARGIN, 7
RIGHTMARGIN, 208
TOPMARGIN, 7
BOTTOMMARGIN, 246
END
IDD_DEBUG_DIALOG, DIALOG
BEGIN
LEFTMARGIN, 7
RIGHTMARGIN, 208
TOPMARGIN, 7
BOTTOMMARGIN, 246
END
IDD_GEN, DIALOG
BEGIN
LEFTMARGIN, 7
RIGHTMARGIN, 179
TOPMARGIN, 5
BOTTOMMARGIN, 88
END
IDD_DIALOG1, DIALOG
BEGIN
LEFTMARGIN, 7
RIGHTMARGIN, 179
TOPMARGIN, 7
BOTTOMMARGIN, 88
END
END
#endif // APSTUDIO_INVOKED
#ifndef _MAC
/////////////////////////////////////////////////////////////////////////////
//
// Version
//
VS_VERSION_INFO VERSIONINFO
FILEVERSION 1,0,0,1
PRODUCTVERSION 1,0,0,1
FILEFLAGSMASK 0x3fL
#ifdef _DEBUG
FILEFLAGS 0x1L
#else
FILEFLAGS 0x0L
#endif
FILEOS 0x40004L
FILETYPE 0x1L
FILESUBTYPE 0x0L
BEGIN
BLOCK "StringFileInfo"
BEGIN
BLOCK "040904b0"
BEGIN
VALUE "CompanyName", "Volition Inc.\0"
VALUE "FileDescription", "FreeSpace\0"
VALUE "FileVersion", "1.03.01\0"
VALUE "InternalName", "FreeSpace\0"
VALUE "LegalCopyright", "Copyright © 1998\0"
VALUE "OriginalFilename", "fs.exe\0"
VALUE "ProductName", "FreeSpace\0"
VALUE "ProductVersion", "1.03.01\0"
END
END
BLOCK "VarFileInfo"
BEGIN
VALUE "Translation", 0x409, 1200
END
END
#endif // !_MAC
/////////////////////////////////////////////////////////////////////////////
//
// Bitmap
//
IDB_GOAL_INC BITMAP DISCARDABLE "goal_inc.bmp"
IDB_GOAL_COMP BITMAP DISCARDABLE "goal_com.bmp"
IDB_GOAL_ORD BITMAP DISCARDABLE "goal_ord.bmp"
IDB_GOAL_NONE BITMAP DISCARDABLE "goal_none.bmp"
IDB_GOAL_FAIL BITMAP DISCARDABLE "goal_fail.bmp"
/////////////////////////////////////////////////////////////////////////////
//
// Icon
//
// Icon with lowest ID value placed first to ensure application icon
// remains consistent on all systems.
IDI_APP_ICON ICON DISCARDABLE "app_icon.ico"
IDI_APP_ICON_GLOW ICON DISCARDABLE "app_icon_glow.ico"
#endif // English (U.S.) resources
/////////////////////////////////////////////////////////////////////////////
/////////////////////////////////////////////////////////////////////////////
// English (U.K.) resources
#if !defined(AFX_RESOURCE_DLL) || defined(AFX_TARG_ENG)
#ifdef _WIN32
LANGUAGE LANG_ENGLISH, SUBLANG_ENGLISH_UK
#pragma code_page(1252)
#endif //_WIN32
#endif // English (U.K.) resources
/////////////////////////////////////////////////////////////////////////////
#ifndef APSTUDIO_INVOKED
/////////////////////////////////////////////////////////////////////////////
//
// Generated from the TEXTINCLUDE 3 resource.
//
/////////////////////////////////////////////////////////////////////////////
#endif // not APSTUDIO_INVOKED
/////////////////////////////////////////////////////////////////////////////
//
// SRGRAMMAR
//
#ifdef FS2_VOICER
IDR_CMD_CFG SRGRAMMAR DISCARDABLE "..\..\code\sound\phrases.cfg"
#endif
+1 -1
View File
@@ -320,7 +320,7 @@ $Fog: \n\
$AI: \n\
+Valid goals: ( \"fly to ship\" \"dock\" \"undock\" \"waypoints\" \"waypoints once\" \"stay near ship\" \"keep safe dist\" \"stay still\" \"play dead\" ) \n\
+Accept Player Orders: YES \n\
+Player orders: ( \"rearm me\" \"abort rearm\" \"depart\" ) \n\
+Player orders: ( \"rearm me\" \"abort rearm\" \"stay near me\" \"stay near ship\" \"keep safe dist\" \"depart\" ) \n\
+Auto attacks: YES \n\
+Actively Pursues: ( \"navbuoy\" \"sentry gun\" \"escape pod\" \"cargo\" \"support\" \"stealth\" \"fighter\" \"bomber\" \"fighter/bomber\" \"transport\" \"freighter\" \"awacs\" \"gas miner\" \"cruiser\" \"corvette\" \"capital\" \"super cap\" \"drydock\" \"knossos device\" ) \n\
+Guards attack this: YES \n\
-3
View File
@@ -604,9 +604,6 @@ extern void LuaError(struct lua_State *L, char *format=NULL, ...);
extern void _cdecl Error( char * filename, int line, const char * format, ... );
extern void _cdecl Warning( char * filename, int line, const char * format, ... );
extern int Global_warning_count;
extern int Global_error_count;
#include "osapi/outwnd.h"
// To debug printf do this:
-7
View File
@@ -284,9 +284,6 @@ extern void gr_activate(int active);
bool Messagebox_active = false;
int Global_warning_count = 0;
int Global_error_count = 0;
#ifdef _MSC_VER
#include <crtdbg.h>
@@ -1191,8 +1188,6 @@ void LuaError(struct lua_State *L, char *format, ...)
void _cdecl Error( char * filename, int line, const char * format, ... )
{
Global_error_count++;
int val;
va_list args;
@@ -1246,8 +1241,6 @@ void _cdecl Error( char * filename, int line, const char * format, ... )
void _cdecl Warning( char *filename, int line, const char *format, ... )
{
Global_warning_count++;
#ifndef NDEBUG
va_list args;
int result;
+5 -3
View File
@@ -290,7 +290,7 @@
* Set D3D fogging to fall back to vertex fog if table fog not supported.
*
* Revision 2.16 2004/02/16 11:47:32 randomtiger
* Removed a lot of files that we don't need anymore.
* Removed a lot of files that we dont need anymore.
* Changed htl to be on by default, command now -nohtl
* Changed D3D to use a 2D vertex for 2D operations which should cut down on redundant data having to go though the system.
* Added small change to all -start_mission flag to take you to any mission by filename, very useful for testing.
@@ -1402,6 +1402,8 @@ bool gr_init(int d_mode, int d_width, int d_height, int d_depth)
// built in debug mode. This helps if you run with the debugger active as the
// game won't be switching from fullscreen to minimized every time you hit a breakpoint or
// warning message.
#define _FORCE_DEBUG_640
#ifdef _DEBUG
#ifdef _FORCE_DEBUG_WIDESCREEN
width = 1280;
@@ -1624,7 +1626,7 @@ void gr_set_shader(shader *shade)
// Set the bitmap for the mouse pointer. This is called by the animating mouse
// pointer code.
//
// The lock parameter just locks basically disables the next call of this function that doesn't
// The lock parameter just locks basically disables the next call of this function that doesnt
// have an unlock feature. If adding in more cursor-changing situations, be aware of
// unexpected results. You have been warned.
//
@@ -2285,4 +2287,4 @@ void gr_flip()
Script_system.EndFrame();
gr_screen.gf_flip();
}
}
+8 -8
View File
@@ -199,7 +199,7 @@
* fixing lighting bug I accedently introduced
*
* Revision 2.54 2004/02/16 11:47:33 randomtiger
* Removed a lot of files that we don't need anymore.
* Removed a lot of files that we dont need anymore.
* Changed htl to be on by default, command now -nohtl
* Changed D3D to use a 2D vertex for 2D operations which should cut down on redundant data having to go though the system.
* Added small change to all -start_mission flag to take you to any mission by filename, very useful for testing.
@@ -245,7 +245,7 @@
* Put dithering back in for tgas and jpgs
*
* Revision 2.46 2003/11/29 10:52:09 randomtiger
* Turned off D3D file mapping, it's using too much memory which may be hurting older systems and doesn't seem to be providing much of a speed benifit.
* Turned off D3D file mapping, its using too much memory which may be hurting older systems and doesnt seem to be providing much of a speed benifit.
* Added stats command for ingame stats on memory usage.
* Trys to play intro.mve and intro.avi, just to be safe since its not set by table.
* Added fix for fonts wrapping round in non standard hi res modes.
@@ -345,7 +345,7 @@
*
* Revision 2.26 2003/10/14 17:39:13 randomtiger
* Implemented hardware fog for the HT&L code path.
* It doesn't use the backgrounds anymore but it's still an improvement.
* It doesnt use the backgrounds anymore but its still an improvement.
* Currently it fogs to a brighter colour than it should because of Bob specular code.
* I will fix this after discussing it with Bob.
*
@@ -442,12 +442,12 @@
*
* I have also taken the opertunity to fix a few bugs in the launcher and add a new feature to make selecting mods a bit easier.
*
* The launcher now uses some files in the freespace project so it should be put into CVS with the rest of the code inside the 'code' directory (still in its 'Launcher' dir of course). Currently the launcher won't compile since speech.cpp and speech.h arent in cvs yet. But once Roee has checked in that will be sorted.
* The launcher now uses some files in the freespace project so it should be put into CVS with the rest of the code inside the 'code' directory (still in its 'Launcher' dir of course). Currently the launcher wont compile since speech.cpp and speech.h arent in cvs yet. But once Roee has checked in that will be sorted.
*
* I have also removed the internal launcher from the D3D8 module.
* Please contact me if you have any problems.
*
* When trying to run the exe after updating I get an error parsing 'rank.tbl' but im fairly sure thats nothing to do with me so I'll just have to leave it for now because I'm still using a 56K modem and can't afford to find out.
* When trying to run the exe after updating I get an error parsing 'rank.tbl' but im fairly sure thats nothing to do with me so I'll just have to leave it for now because I'm still using a 56K modem and cant afford to find out.
*
* Revision 2.12 2003/07/04 02:27:48 phreak
* added support for cloaking.
@@ -523,7 +523,7 @@
* Revision 2.2.2.22 2002/11/04 21:24:59 randomtiger
*
* When running in D3D all ani's are memory mapped for speed, this takes up more memory but stops gametime locking of textures which D3D8 hates.
* Added new command line tag Cmdline_d3dlowmem for people who don't want to make use of this because they have no memory.
* Added new command line tag Cmdline_d3dlowmem for people who dont want to make use of this because they have no memory.
* Cleaned up some more texture stuff enabled console debug for D3D.
*
* Revision 2.2.2.21 2002/11/04 16:04:20 randomtiger
@@ -568,7 +568,7 @@
*
* Revision 2.2.2.14 2002/10/20 22:21:48 randomtiger
* Some incomplete code to handle background drawing when message boxes are drawn.
* It doesn't work but it's a good base for someone to start from. - RT
* It doesnt work but its a good base for someone to start from. - RT
*
* Revision 2.2.2.13 2002/10/19 23:56:40 randomtiger
* Changed generic bitmap code to allow maximum dimensions to be determined by 3D's engines maximum texture size query.
@@ -600,7 +600,7 @@
* Revision 2.2.2.8 2002/10/04 00:48:42 randomtiger
* Fixed video memory leaks
* Added code to cope with lost device, not tested
* Got rid of some DX5 stuff we definately don't need
* Got rid of some DX5 stuff we definately dont need
* Moved some enum's into internal,h because gr_d3d_set_state should be able to be called from any dx file
* Cleaned up some stuff - RT
*
+5 -5
View File
@@ -168,7 +168,7 @@
* Fixed setup of center_alpha in OGL which was causing crash.
*
* Revision 2.22 2004/02/16 11:47:33 randomtiger
* Removed a lot of files that we don't need anymore.
* Removed a lot of files that we dont need anymore.
* Changed htl to be on by default, command now -nohtl
* Changed D3D to use a 2D vertex for 2D operations which should cut down on redundant data having to go though the system.
* Added small change to all -start_mission flag to take you to any mission by filename, very useful for testing.
@@ -206,7 +206,7 @@
* Changed all builds (demo, OEM) to use retail reg path, this means launcher can set all them up successfully.
*
* Revision 2.16 2003/11/29 10:52:09 randomtiger
* Turned off D3D file mapping, it's using too much memory which may be hurting older systems and doesn't seem to be providing much of a speed benifit.
* Turned off D3D file mapping, its using too much memory which may be hurting older systems and doesnt seem to be providing much of a speed benifit.
* Added stats command for ingame stats on memory usage.
* Trys to play intro.mve and intro.avi, just to be safe since its not set by table.
* Added fix for fonts wrapping round in non standard hi res modes.
@@ -258,7 +258,7 @@
*
* Revision 2.8 2003/10/14 17:39:13 randomtiger
* Implemented hardware fog for the HT&L code path.
* It doesn't use the backgrounds anymore but it's still an improvement.
* It doesnt use the backgrounds anymore but its still an improvement.
* Currently it fogs to a brighter colour than it should because of Bob specular code.
* I will fix this after discussing it with Bob.
*
@@ -310,7 +310,7 @@
* Revision 2.1.2.8 2002/11/04 21:24:59 randomtiger
*
* When running in D3D all ani's are memory mapped for speed, this takes up more memory but stops gametime locking of textures which D3D8 hates.
* Added new command line tag Cmdline_d3dlowmem for people who don't want to make use of this because they have no memory.
* Added new command line tag Cmdline_d3dlowmem for people who dont want to make use of this because they have no memory.
* Cleaned up some more texture stuff enabled console debug for D3D.
*
* Revision 2.1.2.7 2002/10/30 22:57:21 randomtiger
@@ -329,7 +329,7 @@
* Revision 2.1.2.4 2002/10/04 00:48:42 randomtiger
* Fixed video memory leaks
* Added code to cope with lost device, not tested
* Got rid of some DX5 stuff we definately don't need
* Got rid of some DX5 stuff we definately dont need
* Moved some enum's into internal,h because gr_d3d_set_state should be able to be called from any dx file
* Cleaned up some stuff - RT
*
+5 -5
View File
@@ -223,7 +223,7 @@
* Fixed setup of center_alpha in OGL which was causing crash.
*
* Revision 2.42 2004/02/16 11:47:33 randomtiger
* Removed a lot of files that we don't need anymore.
* Removed a lot of files that we dont need anymore.
* Changed htl to be on by default, command now -nohtl
* Changed D3D to use a 2D vertex for 2D operations which should cut down on redundant data having to go though the system.
* Added small change to all -start_mission flag to take you to any mission by filename, very useful for testing.
@@ -249,7 +249,7 @@
* Undid my node fix, it introduced a lot of bugs, update again if you have that version.
*
* Revision 2.38 2003/11/29 10:52:09 randomtiger
* Turned off D3D file mapping, it's using too much memory which may be hurting older systems and doesn't seem to be providing much of a speed benifit.
* Turned off D3D file mapping, its using too much memory which may be hurting older systems and doesnt seem to be providing much of a speed benifit.
* Added stats command for ingame stats on memory usage.
* Trys to play intro.mve and intro.avi, just to be safe since its not set by table.
* Added fix for fonts wrapping round in non standard hi res modes.
@@ -335,7 +335,7 @@
*
* Revision 2.23 2003/10/14 17:39:13 randomtiger
* Implemented hardware fog for the HT&L code path.
* It doesn't use the backgrounds anymore but it's still an improvement.
* It doesnt use the backgrounds anymore but its still an improvement.
* Currently it fogs to a brighter colour than it should because of Bob specular code.
* I will fix this after discussing it with Bob.
*
@@ -489,7 +489,7 @@
*
* Revision 2.3.2.13 2002/10/20 22:21:48 randomtiger
* Some incomplete code to handle background drawing when message boxes are drawn.
* It doesn't work but it's a good base for someone to start from. - RT
* It doesnt work but its a good base for someone to start from. - RT
*
* Revision 2.3.2.12 2002/10/16 00:41:38 randomtiger
* Fixed small bug that was stopping unactive text from displaying greyed out
@@ -517,7 +517,7 @@
* Revision 2.3.2.8 2002/10/04 00:48:42 randomtiger
* Fixed video memory leaks
* Added code to cope with lost device, not tested
* Got rid of some DX5 stuff we definately don't need
* Got rid of some DX5 stuff we definately dont need
* Moved some enum's into internal,h because gr_d3d_set_state should be able to be called from any dx file
* Cleaned up some stuff - RT
*
+4 -4
View File
@@ -1187,7 +1187,7 @@ bool d3d_init_device()
D3DCREATE_SOFTWARE_VERTEXPROCESSING};
// Use a pure device if we can, it really speeds things up
// However it means we can't use Get* functions (aside from GetFrontBuffer, GetCaps, etc)
// However it means we cant use Get* functions (aside from GetFrontBuffer, GetCaps, etc)
if(got_caps && GlobalD3DVars::d3d_caps.DevCaps & D3DDEVCAPS_PUREDEVICE) {
vptypes[0] |= D3DCREATE_PUREDEVICE;
mprintf((" Using PURE D3D Device\n"));
@@ -1237,7 +1237,7 @@ bool d3d_init_device()
sprintf(Device_init_error, "Failed to get init mode");
// Let's draw attension to this bug which we don't yet understand
// Lets draw attension to this bug which we dont yet understand
if(got_caps == false)
{
sprintf(Device_init_error,
@@ -1382,7 +1382,7 @@ bool d3d_inspect_caps()
if ( not_good ) {
strcpy(Device_init_error, missing_features);
// return false; I don't think it should fail on this - RT
// return false; I dont think it should fail on this - RT
}
return true;
@@ -1611,7 +1611,7 @@ void gr_d3d_cleanup()
d3d_tcache_cleanup();
// Ensures gamma options don't return to the desktop
// Ensures gamma options dont return to the desktop
gr_d3d_set_gamma(1.0);
// release surfaces
+5 -5
View File
@@ -156,7 +156,7 @@
* and posably fixed Turnsky's shinemap bug
*
* Revision 2.30 2004/02/16 11:47:33 randomtiger
* Removed a lot of files that we don't need anymore.
* Removed a lot of files that we dont need anymore.
* Changed htl to be on by default, command now -nohtl
* Changed D3D to use a 2D vertex for 2D operations which should cut down on redundant data having to go though the system.
* Added small change to all -start_mission flag to take you to any mission by filename, very useful for testing.
@@ -345,7 +345,7 @@
* Revision 2.1.2.20 2002/11/04 21:24:59 randomtiger
*
* When running in D3D all ani's are memory mapped for speed, this takes up more memory but stops gametime locking of textures which D3D8 hates.
* Added new command line tag Cmdline_d3dlowmem for people who don't want to make use of this because they have no memory.
* Added new command line tag Cmdline_d3dlowmem for people who dont want to make use of this because they have no memory.
* Cleaned up some more texture stuff enabled console debug for D3D.
*
* Revision 2.1.2.19 2002/11/04 03:02:29 randomtiger
@@ -411,7 +411,7 @@
* Revision 2.1.2.8 2002/10/04 00:48:42 randomtiger
* Fixed video memory leaks
* Added code to cope with lost device, not tested
* Got rid of some DX5 stuff we definately don't need
* Got rid of some DX5 stuff we definately dont need
* Moved some enum's into internal,h because gr_d3d_set_state should be able to be called from any dx file
* Cleaned up some stuff - RT
*
@@ -803,7 +803,7 @@ void d3d_tcache_get_adjusted_texture_size(int w_in, int h_in, int *w_out, int *h
void *d3d_vimage_to_texture(int bitmap_type, int bpp, void *thandle, ushort *data, int src_w, int src_h, int *tex_w, int *tex_h, float *u_scale, float *v_scale, int reload)
{
// Don't prepare
// Dont prepare
bool use_mipmapping = (bitmap_type != TCACHE_TYPE_INTERFACE);
if(Cmdline_mipmap == 0) {
@@ -1247,7 +1247,7 @@ void d3d_tcache_init()
D3D_pow2_textures = (GlobalD3DVars::d3d_caps.TextureCaps & D3DPTEXTURECAPS_POW2) ? 1 : 0;
// RT I don't think wide surfaces are supported in D3D8 so we need this code
// RT I dont think wide surfaces are supported in D3D8 so we need this code
if(0)
{
if ( D3D_max_texture_width > gr_screen.max_w ) {
+1 -1
View File
@@ -111,7 +111,7 @@
* added preprocdefines.h to prevent what happened with fred -- make sure to make all fred2 headers include this file as the _first_ include -- i have already modified fs2 files to do this
*
* Revision 2.3 2004/02/16 11:47:33 randomtiger
* Removed a lot of files that we don't need anymore.
* Removed a lot of files that we dont need anymore.
* Changed htl to be on by default, command now -nohtl
* Changed D3D to use a 2D vertex for 2D operations which should cut down on redundant data having to go though the system.
* Added small change to all -start_mission flag to take you to any mission by filename, very useful for testing.
+3 -3
View File
@@ -620,7 +620,7 @@
*
* Revision 2.61 2004/02/13 04:17:12 randomtiger
* Turned off fog in OGL for Fred.
* Simulated speech doesn't say tags marked by $ now.
* Simulated speech doesnt say tags marked by $ now.
* The following are fixes to issues that came up testing TBP in fs2_open and fred2_open:
* Changed vm_vec_mag and parse_tmap to fail gracefully on bad data.
* Error now given on missing briefing icon and bad ship normal data.
@@ -721,7 +721,7 @@
*
* Revision 2.35 2003/10/14 17:39:13 randomtiger
* Implemented hardware fog for the HT&L code path.
* It doesn't use the backgrounds anymore but it's still an improvement.
* It doesnt use the backgrounds anymore but its still an improvement.
* Currently it fogs to a brighter colour than it should because of Bob specular code.
* I will fix this after discussing it with Bob.
*
@@ -1799,7 +1799,7 @@ void gr_opengl_fog_set(int fog_mode, int r, int g, int b, float fog_near, float
glFogf(GL_FOG_DISTANCE_MODE_NV, GL_EYE_RADIAL_NV);
glFogf(GL_FOG_COORDINATE_SOURCE, GL_FRAGMENT_DEPTH);
}
// Um.. this is not the correct way to fog in software, probably doesn't matter though
// Um.. this is not the correct way to fog in software, probably doesnt matter though
else if ( (OGL_fogmode == 2) && Cmdline_nohtl ) {
glFogf(GL_FOG_COORDINATE_SOURCE_EXT, GL_FOG_COORDINATE_EXT);
fog_near *= fog_near; // it's faster this way
Regular → Executable
View File
File mode changed.
Regular → Executable
View File
File mode changed.
+2 -1
View File
@@ -324,7 +324,8 @@ ogl_function GL_Functions[NUM_OGL_FUNCTIONS] =
// special extensions (only special functions are supported at the moment)
ogl_function GL_EXT_Special[NUM_OGL_EXT_SPECIAL] = {
{ "wglSwapIntervalEXT", 0 },
{ "glXSwapIntervalSGI", 0 }
{ "glXSwapIntervalSGI", 0 },
{ "glClampColorARB", 0 }
};
+11 -4
View File
@@ -261,7 +261,13 @@ extern ogl_function GL_EXT_Special[];
#define OGL_SPC_WGL_SWAP_INTERVAL 0
#define OGL_SPC_GLX_SWAP_INTERVAL 1
#define NUM_OGL_EXT_SPECIAL 2
// glClampColorARB is provided as a part of GL_ARB_color_buffer_float, this is all
// fine and dandy with NVIDIA cards, but ATI cards use the vendor-specific
// GL_ATI_pixel_buffer_float instead, but the ATI cards to provide the entry point
// for ClampColorARB. ARGH!!!1
#define OGL_SPC_CLAMP_COLOR 2
#define NUM_OGL_EXT_SPECIAL 3
#define Is_Extension_Enabled(x) GL_Extensions[x].enabled
@@ -269,14 +275,14 @@ extern ogl_function GL_EXT_Special[];
void opengl_extensions_init();
#define GLEXT_CALL(i, x) if (GL_Functions[i].function_ptr) \
#define GLEXT_CALL(i,x) if (GL_Functions[i].function_ptr)\
((x)GL_Functions[i].function_ptr)
// the same as GLEXT_CALL() except that it can be used with a cast or in an if statement
// this doesn't do NULL ptr checking so you have to be careful with it!
#define GLEXT_CALL2(i, x) ((x)GL_Functions[i].function_ptr)
#define GLEXT_CALL2(i,x) ((x)GL_Functions[i].function_ptr)
#define GLEXT_SPC_CALL(i, x) if (GL_EXT_Special[i].function_ptr) \
#define GLEXT_SPC_CALL(i,x) if (GL_EXT_Special[i].function_ptr) \
((x)GL_EXT_Special[i].function_ptr)
@@ -412,5 +418,6 @@ typedef void (* glDrawRangeElementsProcPtr) (GLenum mode, GLuint start, GLuint e
// special extensions
#define vwglSwapIntervalEXT GLEXT_SPC_CALL( OGL_SPC_WGL_SWAP_INTERVAL, PFNWGLSWAPINTERVALEXTPROC )
#define vglXSwapIntervalSGI GLEXT_SPC_CALL( OGL_SPC_GLX_SWAP_INTERVAL, PFNGLXSWAPINTERVALSGIPROC )
#define vglClampColorARB GLEXT_SPC_CALL( OGL_SPC_CLAMP_COLOR, PFNGLCLAMPCOLORARBPROC )
#endif // _GROPENGLEXT_H
+4 -6
View File
@@ -63,12 +63,10 @@ void opengl_texture_state::default_values(GLint unit, GLenum target)
units[unit].texture_id = 0;
}
if (unit < GL_supported_texture_units) {
glDisable(GL_TEXTURE_GEN_S);
glDisable(GL_TEXTURE_GEN_T);
glDisable(GL_TEXTURE_GEN_R);
glDisable(GL_TEXTURE_GEN_Q);
}
glDisable(GL_TEXTURE_GEN_S);
glDisable(GL_TEXTURE_GEN_T);
glDisable(GL_TEXTURE_GEN_R);
glDisable(GL_TEXTURE_GEN_Q);
units[unit].texgen_S = GL_FALSE;
units[unit].texgen_T = GL_FALSE;
+9 -1
View File
@@ -393,7 +393,15 @@ void opengl_set_additive_tex_env()
if ( Is_Extension_Enabled(OGL_ARB_TEXTURE_ENV_COMBINE) ) {
GL_state.Texture.SetEnvCombineMode(GL_COMBINE_RGB, GL_ADD);
GL_state.Texture.SetRGBScale(1.0f);
if (GL_state.Lighting())
{
GL_state.Texture.SetRGBScale(Cmdline_glow_factor);
}
else
{
GL_state.Texture.SetRGBScale(1.0f);
}
} else {
GL_state.Texture.SetEnvMode(GL_ADD);
}
+1 -1
View File
@@ -78,7 +78,7 @@
* --Goober5000
*
* Revision 2.6 2004/02/16 11:47:33 randomtiger
* Removed a lot of files that we don't need anymore.
* Removed a lot of files that we dont need anymore.
* Changed htl to be on by default, command now -nohtl
* Changed D3D to use a 2D vertex for 2D operations which should cut down on redundant data having to go though the system.
* Added small change to all -start_mission flag to take you to any mission by filename, very useful for testing.
+2 -7
View File
@@ -128,7 +128,7 @@
*
*
* 6 8/03/99 5:35p Andsager
* Don't draw target dot for instructor in training mission
* Dont draw target dot for instructor in training mission
*
* 5 6/07/99 4:20p Andsager
* Add HUD color for tagged object. Apply to target and radar.
@@ -849,7 +849,7 @@ void draw_bounding_brackets(int x1, int y1, int x2, int y2, int w_correction, in
tinfo_name = temp_name;
tinfo_class = temp_class;
// maybe concatenate the callsign
// maybe concatenate callsign
if (*temp_name)
{
char temp_callsign[NAME_LENGTH];
@@ -858,11 +858,6 @@ void draw_bounding_brackets(int x1, int y1, int x2, int y2, int w_correction, in
if (*temp_callsign)
sprintf(&temp_name[strlen(temp_name)], " (%s)", temp_callsign);
}
// maybe substitute the callsign
else
{
hud_stuff_ship_callsign(temp_name, &Ships[t_objp->instance]);
}
break;
case OBJ_DEBRIS:
+1 -1
View File
@@ -971,7 +971,7 @@ void hud_draw_lock_triangles(int center_x, int center_y, float frametime)
// reset timestamp
Lock_gauge_draw_stamp = timestamp(1000 / (2 * LOCK_GAUGE_BLINK_RATE));
// switch between draw and don't-draw
// switch between draw and dont-draw
Lock_gauge_draw = !Lock_gauge_draw;
}
+1 -3
View File
@@ -394,7 +394,6 @@
#include "network/multimsgs.h"
#include "network/multiutil.h"
#include "network/multi_pmsg.h"
#include "parse/parselo.h"
// defines for different modes in the squad messaging system
@@ -786,7 +785,6 @@ int hud_squadmsg_count_ships(int add_to_menu)
{
Assert ( Num_menu_items < MAX_MENU_ITEMS );
strcpy( MsgItems[Num_menu_items].text, shipp->ship_name );
end_string_at_first_hash_symbol(MsgItems[Num_menu_items].text); // truncate the name if it has a # in it
MsgItems[Num_menu_items].instance = SHIP_INDEX(shipp);
MsgItems[Num_menu_items].active = 1;
Num_menu_items++;
@@ -2254,7 +2252,7 @@ void hud_squadmsg_ship_select()
// we must convert the Msg_shortcut_command value to a value that the message
// system normally uses to select a command. Since the menu
//Assert( Msg_shortcut_command != IGNORE_TARGET_ITEM );
hud_squadmsg_send_ship_command( MsgItems[First_menu_item+k].instance, Msg_shortcut_command, 1, SQUADMSG_HISTORY_ADD_ENTRY);
hud_squadmsg_send_ship_command( MsgItems[First_menu_item+k].instance, Msg_shortcut_command, 1, SQUADMSG_HISTORY_ADD_ENTRY );
hud_squadmsg_toggle();
}
}
+18 -4
View File
@@ -2769,7 +2769,7 @@ void evaluate_ship_as_closest_target(esct *esct)
}
// If no turret is attacking, check if objp is actually targetting attacked_objnum
// don't bail if targeting is for player
// dont bail if targeting is for player
if ( !targeting_player && !turret_is_attacking ) {
ai_info *aip = &Ai_info[esct->shipp->ai_index];
@@ -4298,7 +4298,7 @@ void hud_show_hostile_triangle()
aip = &Ai_info[Ships[A->instance].ai_index];
// don't look at ignore ships
// dont look at ignore ships
if ( sp->flags & TARGET_SHIP_IGNORE_FLAGS ) {
continue;
}
@@ -5844,8 +5844,22 @@ void hud_show_weapons()
emp_hud_printf(Weapon_secondary_reload_x[gr_screen.res], name_y, EG_NULL, "%d", fl2i(ms_till_fire/1000.0f +0.5f));
}
}
} else {
emp_hud_string(Weapon_secondary_name_x[gr_screen.res], name_y, i ? EG_WEAPON_S1 : EG_WEAPON_S2, weapon_name);
}
else if (ship_is_secondary_linked_with(Player_ship, i, 1))
{
emp_hud_printf(Weapon_sunlinked_x[gr_screen.res], name_y, EG_NULL, "%c", Lcl_special_chars + 2);
emp_hud_string(Weapon_secondary_name_x[gr_screen.res], name_y, i ? EG_WEAPON_S1 : EG_WEAPON_S2, weapon_name);
if ( (sw->secondary_bank_ammo[i] > 0) && (i >= 0) ) {
int ms_till_fire = timestamp_until(sw->next_secondary_fire_stamp[i]);
if ( (ms_till_fire >= 500) && ((wip->fire_wait >= 1 ) || (ms_till_fire > wip->fire_wait*1000)) ) {
emp_hud_printf(Weapon_secondary_reload_x[gr_screen.res], name_y, EG_NULL, "%d", fl2i(ms_till_fire/1000.0f +0.5f));
}
}
}
else
{
emp_hud_string(Weapon_secondary_name_x[gr_screen.res], name_y, i ? EG_WEAPON_S1 : EG_WEAPON_S2, weapon_name);
}
int ammo=sw->secondary_bank_ammo[i];
+3 -8
View File
@@ -330,7 +330,7 @@
* revised the subsystem localization
*
* 27 9/14/99 11:03p Jefff
* don't draw target names from # on (weapons case)
* dont draw target names from # on (weapons case)
*
* 26 9/04/99 5:17p Andsager
* Make event log record name of destroyed subsytem, and use this name for
@@ -1241,7 +1241,7 @@ void hud_render_target_ship_info(object *target_objp)
hud_stuff_ship_name(outstr_name, target_shipp);
hud_stuff_ship_class(outstr_class, target_shipp);
// maybe concatenate the callsign
// maybe concatenate callsign
if (*outstr_name)
{
char outstr_callsign[NAME_LENGTH];
@@ -1250,11 +1250,6 @@ void hud_render_target_ship_info(object *target_objp)
if (*outstr_callsign)
sprintf(&outstr_name[strlen(outstr_name)], " (%s)", outstr_callsign);
}
// maybe substitute the callsign
else
{
hud_stuff_ship_callsign(outstr_name, target_shipp);
}
// print lines
emp_hud_string(Targetbox_coords[gr_screen.res][TBOX_NAME][0], Targetbox_coords[gr_screen.res][TBOX_NAME][1], EG_TBOX_NAME, outstr_name);
@@ -1698,7 +1693,7 @@ void hud_render_target_debris(object *target_objp)
hud_render_target_setup(&camera_eye, &camera_orient, 0.5f);
model_clear_instance(debrisp->model_num);
// This calls the colour that doesn't get reset
// This calls the colour that doesnt get reset
submodel_render( debrisp->model_num, debrisp->submodel_num, &target_objp->orient, &obj_pos, flags | MR_NO_LIGHTING | MR_LOCK_DETAIL | MR_NO_FOGGING );
hud_render_target_close();
}
+17 -21
View File
@@ -279,6 +279,23 @@ int HUD_wingman_right_coords[GR_NUM_RESOLUTIONS][5][2] = {
}
};
// special coordinates if only one wing is present
int HUD_wingman_status_single_coords[GR_NUM_RESOLUTIONS][4][2] =
{
{ // GR_640
{589,159}, // where to draw dots 1 - 4 if we have only one wing present (special case)
{582,167},
{596,167},
{589,175},
},
{ // GR_1024
{971,159},
{964,167},
{978,167},
{971,175},
}
};
int HUD_wingman_status_name_coords[GR_NUM_RESOLUTIONS][MAX_SQUADRON_WINGS][2] =
{
{ // GR_640
@@ -297,27 +314,6 @@ int HUD_wingman_status_name_coords[GR_NUM_RESOLUTIONS][MAX_SQUADRON_WINGS][2] =
}
};
// special coordinates if only one wing is present
int HUD_wingman_status_single_coords[GR_NUM_RESOLUTIONS][MAX_SHIPS_PER_WING][2] =
{
{ // GR_640
{589,159}, // where to draw dots if we have only one wing present (special case)
{582,167},
{596,167},
{589,175},
{578,175},
{600,175},
},
{ // GR_1024
{971,159},
{964,167},
{978,167},
{971,175},
{960,175},
{982,175},
}
};
int HUD_wingman_status_coords[GR_NUM_RESOLUTIONS][MAX_SQUADRON_WINGS][MAX_SHIPS_PER_WING][2] =
{
// we will only ever display up to 5 wings
+24 -6
View File
@@ -2439,17 +2439,35 @@ int button_function_critical(int n, net_player *p = NULL)
}
}
if ( Ships[objp->instance].flags & SF_SECONDARY_DUAL_FIRE ) {
Ships[objp->instance].flags &= ~SF_SECONDARY_DUAL_FIRE;
if (!(Ships[objp->instance].flags & SF_SECONDARY_DUAL_FIRE))
{
Ships[objp->instance].flags |= SF_SECONDARY_DUAL_FIRE;
Ships[objp->instance].flags2 &= ~SF2_SECONDARY_LINKED;
if(at_self) {
HUD_sourced_printf(HUD_SOURCE_HIDDEN, XSTR( "Secondary weapon set to normal fire mode", 34));
HUD_sourced_printf(HUD_SOURCE_HIDDEN, XSTR( "Secondary weapon set to dual fire mode", 35));
snd_play( &Snds[SND_SECONDARY_CYCLE] );
hud_gauge_popup_start(HUD_WEAPONS_GAUGE);
}
} else {
Ships[objp->instance].flags |= SF_SECONDARY_DUAL_FIRE;
}
else if (ship_can_link_secondaries(&Ships[objp->instance]) &&
(!(Ships[objp->instance].flags2 & SF2_SECONDARY_LINKED)))
{
Ships[objp->instance].flags2 |= SF2_SECONDARY_LINKED;
if(at_self) {
HUD_sourced_printf(HUD_SOURCE_HIDDEN, XSTR( "Secondary weapon set to salvo fire mode", -1));
snd_play( &Snds[SND_SECONDARY_CYCLE] );
hud_gauge_popup_start(HUD_WEAPONS_GAUGE);
}
}
else
{
Ships[objp->instance].flags &= ~SF_SECONDARY_DUAL_FIRE;
Ships[objp->instance].flags2 &= ~SF2_SECONDARY_LINKED;
if(at_self) {
HUD_sourced_printf(HUD_SOURCE_HIDDEN, XSTR( "Secondary weapon set to dual fire mode", 35));
HUD_sourced_printf(HUD_SOURCE_HIDDEN, XSTR( "Secondary weapon set to normal fire mode", 34));
snd_play( &Snds[SND_SECONDARY_CYCLE] );
hud_gauge_popup_start(HUD_WEAPONS_GAUGE);
}
+1 -1
View File
@@ -79,4 +79,4 @@ int TrackIR_ShutDown()
{
return 1;
}
#endif
#endif
+1 -1
View File
@@ -53,7 +53,7 @@
*
* Revision 2.11 2003/10/14 17:39:14 randomtiger
* Implemented hardware fog for the HT&L code path.
* It doesn't use the backgrounds anymore but it's still an improvement.
* It doesnt use the backgrounds anymore but its still an improvement.
* Currently it fogs to a brighter colour than it should because of Bob specular code.
* I will fix this after discussing it with Bob.
*
+8 -8
View File
@@ -532,8 +532,8 @@ void lcl_init(int lang_init)
// read the language from the registry
if(lang_init < 0){
memset(lang_string, 0, 128);
// default to DEFAULT_LANGUAGE (which should be English so we don't have to put German text
// in tstrings in the #default section)
// default to DEFAULT_LANGUAGE (which should be english so we dont have to put German text
// in tstrings in the #default section
ret = os_config_read_string(NULL, "Language", DEFAULT_LANGUAGE);
if(ret == NULL){
@@ -1604,7 +1604,7 @@ void lcl_fix_polish(char *str)
// lcl_translate_wep_name()
//
// For displaying weapon names in german version
// since we can't actually just change them outright.
// since we cant actually just change them outright.
//
void lcl_translate_wep_name(char *name)
{
@@ -1623,7 +1623,7 @@ void lcl_translate_wep_name(char *name)
// lcl_translate_brief_icon_name()
//
// For displaying ship names in german version
// since we can't actually just change them outright.
// since we cant actually just change them outright.
//
void lcl_translate_brief_icon_name(char *name)
{
@@ -1770,7 +1770,7 @@ void lcl_translate_brief_icon_name(char *name)
// lcl_translate_brief_icon_name_pl()
//
// For displaying ship names in polish version
// since we can't actually just change them outright.
// since we cant actually just change them outright.
//
void lcl_translate_brief_icon_name_pl(char *name)
{
@@ -1858,7 +1858,7 @@ char buf[128];
// lcl_translate_ship_name()
//
// For displaying ship names in german version in the briefing
// since we can't actually just change them outright.
// since we cant actually just change them outright.
//
void lcl_translate_ship_name(char *name)
{
@@ -1871,7 +1871,7 @@ void lcl_translate_ship_name(char *name)
// lcl_translate_targetbox_name()
//
// For displaying ship names in german version in the targetbox
// since we can't actually just change them outright.
// since we cant actually just change them outright.
//
void lcl_translate_targetbox_name(char *name)
{
@@ -1923,7 +1923,7 @@ void lcl_translate_targetbox_name(char *name)
// lcl_translate_targetbox_name_pl()
//
// For displaying ship names in polish version in the targetbox
// since we can't actually just change them outright.
// since we cant actually just change them outright.
//
void lcl_translate_targetbox_name_pl(char *name)
{
+1 -1
View File
@@ -116,7 +116,7 @@
*
* Revision 2.7 2004/02/13 04:17:13 randomtiger
* Turned off fog in OGL for Fred.
* Simulated speech doesn't say tags marked by $ now.
* Simulated speech doesnt say tags marked by $ now.
* The following are fixes to issues that came up testing TBP in fs2_open and fred2_open:
* Changed vm_vec_mag and parse_tmap to fail gracefully on bad data.
* Error now given on missing briefing icon and bad ship normal data.
+1 -1
View File
@@ -607,7 +607,7 @@ void credits_init()
stuff_string_line(line, sizeof(line));
// This is a bit odd but it means if a total conversion uses different credits the
// Volition credit won't happen
// Volition credit wont happen
if(first_run == true)
{
if(strcmp(line, mod_check) == 0)
+3 -3
View File
@@ -169,7 +169,7 @@
* Set D3D fogging to fall back to vertex fog if table fog not supported.
*
* Revision 2.13 2004/02/16 11:47:33 randomtiger
* Removed a lot of files that we don't need anymore.
* Removed a lot of files that we dont need anymore.
* Changed htl to be on by default, command now -nohtl
* Changed D3D to use a 2D vertex for 2D operations which should cut down on redundant data having to go though the system.
* Added small change to all -start_mission flag to take you to any mission by filename, very useful for testing.
@@ -188,7 +188,7 @@
*
* Revision 2.11 2004/01/24 15:52:26 randomtiger
* I have submitted the new movie playing code despite the fact in D3D it sometimes plays behind the main window.
* In OGL it works perfectly and in both APIs it doesn't switch to the desktop anymore so hopefully people will not experience the crashes etc that the old system used to suffer from.
* In OGL it works perfectly and in both API's it doesnt switch to the desktop anymore so hopefully people will not experience the crashes etc that the old system used to suffer from.
*
* Revision 2.10 2003/11/06 21:10:26 randomtiger
* Added my batching solution for more efficient d3d_string.
@@ -243,7 +243,7 @@
* The big include file move
*
* Revision 2.1 2002/07/29 07:56:10 DTP
* FIX; Startgame arguement don't go ahead when a singleplayer pilot is selected
* FIX; Startgame arguement dont go ahead when a singleplayer pilot is selected
*
* Revision 2.0 2002/06/03 04:02:24 penguin
* Warpcore CVS sync
+1 -1
View File
@@ -1839,7 +1839,7 @@ void options_multi_gen_button_pressed(int n)
}
break;
// don't put missions in the multidata directory
// dont put missions in the multidata directory
case OM_GEN_XFER_MULTIDATA_NO:
if(Om_gen_xfer_multidata){
gamesnd_play_iface(SND_USER_SELECT);
-11
View File
@@ -704,21 +704,10 @@ void demo_title_blit()
#endif
// no need to reset this to false because we only ever see player_select once per game run
static bool Startup_warning_dialog_displayed = false;
void player_select_do()
{
int k;
// Goober5000 - display a popup warning about problems in the mod
if ((Global_warning_count > 10 || Global_error_count > 0) && !Startup_warning_dialog_displayed) {
char text[512];
sprintf(text, "Warning!\n\nThe currently active mod has generated %d warnings and/or errors during program startup. These could have been caused by anything from incorrectly formated table files to corrupt models. While FreeSpace Open will attempt to compensate for these issues, it cannot guarantee a trouble-free gameplay experience. Source Code Project staff cannot provide assistance or support for these problems, as they are caused by the mod's data files, not FreeSpace Open's source code.", Global_warning_count + Global_error_count);
popup(PF_TITLE_BIG | PF_TITLE_RED, 1, POPUP_OK, text);
Startup_warning_dialog_displayed = true;
}
#ifdef FS2_DEMO
if ( Demo_title_active ) {
// demo_title_blit();
+2 -2
View File
@@ -135,7 +135,7 @@
* Revision 2.1.2.2 2002/11/04 21:25:00 randomtiger
*
* When running in D3D all ani's are memory mapped for speed, this takes up more memory but stops gametime locking of textures which D3D8 hates.
* Added new command line tag Cmdline_d3dlowmem for people who don't want to make use of this because they have no memory.
* Added new command line tag Cmdline_d3dlowmem for people who dont want to make use of this because they have no memory.
* Cleaned up some more texture stuff enabled console debug for D3D.
*
* Revision 2.1.2.1 2002/09/24 18:56:43 randomtiger
@@ -470,7 +470,7 @@ int hash_filename(char *filename) {
ulonglong hash_val = 0;
char *ptr = filename;
// Don't hash .fsm extension, convert all to upper case
// Dont hash .fsm extension, convert all to upper case
for (int i=0; i < ((signed int)(strlen(filename)) - 4); i++) {
hash_val = (hash_val << 4) + toupper(*ptr++);
}
+5 -5
View File
@@ -774,7 +774,7 @@ void techroom_render_desc(int xo, int yo, int ho)
// maybe output 'more' indicator
if ( z < Text_size ) {
// can be scrolled down
int more_txt_x = Tech_desc_coords[gr_screen.res][0] + (Tech_desc_coords[gr_screen.res][2]/2) - 10; // FIXME should move these to constants since they don't move
int more_txt_x = Tech_desc_coords[gr_screen.res][0] + (Tech_desc_coords[gr_screen.res][2]/2) - 10; // FIXME should move these to constants since they dont move
int more_txt_y = Tech_desc_coords[gr_screen.res][1] + Tech_desc_coords[gr_screen.res][3]; // located below brief text, centered
int w, h;
gr_get_string_size(&w, &h, XSTR("more", 1469), strlen(XSTR("more", 1469)));
@@ -1052,7 +1052,7 @@ void tech_scroll_list_down()
}
}
// this doesn't do a thing...
// this doesnt do a thing...
void tech_ship_scroll_capture()
{
techroom_select_new_entry();
@@ -1249,7 +1249,7 @@ void techroom_change_tab(int num)
if (Techroom_show_all || (Weapon_info[i].wi_flags & mask) || (Weapon_info[i].wi_flags2 & mask2))
{
//following was commented out to fix the tech room crash bug when modified weapons.tbl is used. Fix by Phreak, implemented by Sesquipedalian.
// note: hack here to exclude dogfight weapons -- don't put weapon in if it has same description as pvs weapon
// note: hack here to exclude dogfight weapons -- dont put weapon in if it has same description as pvs weapon
//if ((Weapon_list_size > 0) && (!strcmp(Weapon_info[i].tech_desc, Weapon_list[Weapon_list_size-1].desc))) {
// continue;
//}
@@ -1355,7 +1355,7 @@ void techroom_change_tab(int num)
}
// index lookup on intel is a pretty pointless, but it keeps everything
// consistent and doesn't really hurt anything
// consistent and doesnt really hurt anything
Current_list = Intel_list;
Current_list_size = Intel_list_size;
@@ -1465,7 +1465,7 @@ int techroom_load_ani(anim **animpp, char *name)
char anim_filename[64] = "2_";
// hi-res support
// (i don't think there are any hi-res anims for these tho)
// (i dont think there are any hi-res anims for these tho)
if (gr_screen.res == GR_1024) {
strcat(anim_filename, name);
} else {
+1 -7
View File
@@ -198,7 +198,7 @@
*
* Revision 2.7 2004/02/13 04:17:13 randomtiger
* Turned off fog in OGL for Fred.
* Simulated speech doesn't say tags marked by $ now.
* Simulated speech doesnt say tags marked by $ now.
* The following are fixes to issues that came up testing TBP in fs2_open and fred2_open:
* Changed vm_vec_mag and parse_tmap to fail gracefully on bad data.
* Error now given on missing briefing icon and bad ship normal data.
@@ -1916,12 +1916,6 @@ ubyte brief_return_color_index(char c)
case 'b':
return BRIEF_TEXT_BLUE;
case 'w':
return BRIEF_TEXT_WHITE;
case 'y':
return BRIEF_TEXT_YELLOW;
default:
Int3(); // unsupported meta-code
break;
+1 -1
View File
@@ -270,7 +270,7 @@
*
* 20 9/07/99 6:55p Jefff
* functionality to break out of a loop. hacked functionality to jump to
* a specific mission in a campaign -- doesn't grant ships/weapons from
* a specific mission in a campaign -- doesnt grant ships/weapons from
* skipped missions tho.
*
* 19 9/07/99 2:19p Jefff
+1 -1
View File
@@ -91,7 +91,7 @@
*
* 14 9/07/99 6:55p Jefff
* functionality to break out of a loop. hacked functionality to jump to
* a specific mission in a campaign -- doesn't grant ships/weapons from
* a specific mission in a campaign -- doesnt grant ships/weapons from
* skipped missions tho.
*
* 13 9/06/99 9:45p Jefff
+1 -1
View File
@@ -231,7 +231,7 @@
*
* Revision 2.9 2004/02/13 04:17:13 randomtiger
* Turned off fog in OGL for Fred.
* Simulated speech doesn't say tags marked by $ now.
* Simulated speech doesnt say tags marked by $ now.
* The following are fixes to issues that came up testing TBP in fs2_open and fred2_open:
* Changed vm_vec_mag and parse_tmap to fail gracefully on bad data.
* Error now given on missing briefing icon and bad ship normal data.
+5 -21
View File
@@ -954,7 +954,7 @@
* Knossos warp-in warp-out.
*
* 52 8/03/99 5:35p Andsager
* Don't draw target dot for instructor in training mission
* Dont draw target dot for instructor in training mission
*
* 51 7/30/99 7:01p Dave
* Dogfight escort gauge. Fixed up laser rendering in Glide.
@@ -2937,6 +2937,7 @@ int parse_create_object_sub(p_object *p_objp)
shipp->departure_path_mask = p_objp->departure_path_mask;
shipp->departure_cue = p_objp->departure_cue;
shipp->departure_delay = p_objp->departure_delay;
shipp->determination = p_objp->determination;
shipp->wingnum = p_objp->wingnum;
shipp->hotkey = p_objp->hotkey;
shipp->score = p_objp->score;
@@ -3673,8 +3674,7 @@ int parse_object(mission *pm, int flag, p_object *p_objp)
stuff_string(p_objp->misc, F_NAME, NAME_LENGTH);
required_string("$Determination:");
int dummy;
stuff_int(&dummy);
stuff_int(&p_objp->determination);
// set flags
p_objp->flags = 0;
@@ -5856,16 +5856,13 @@ void parse_variables()
int parse_mission(mission *pm, int flags)
{
int saved_warning_count = Global_warning_count;
int saved_error_count = Global_error_count;
int i;
Player_starts = Num_cargo = Num_waypoint_lists = Num_goals = Num_wings = 0;
Player_start_shipnum = -1;
*Player_start_shipname = 0; // make the string 0 length for checking later
memset( &Player_start_pobject, 0, sizeof(Player_start_pobject) );
clear_texture_replacements();
Fred_num_texture_replacements = 0;
// initialize the initially_docked array.
for ( i = 0; i < MAX_SHIPS; i++ ) {
@@ -5964,12 +5961,6 @@ int parse_mission(mission *pm, int flags)
post_process_mission();
if ((saved_warning_count - Global_warning_count) > 10 || (saved_error_count - Global_error_count) > 0) {
char text[512];
sprintf(text, "Warning!\n\nThe current mission has generated %d warnings and/or errors during load. These are usually caused by corrupted ship models or syntax errors in the mission file. While FreeSpace Open will attempt to compensate for these issues, it cannot guarantee a trouble-free gameplay experience. Source Code Project staff cannot provide assistance or support for these problems, as they are caused by the mission's data files, not FreeSpace Open's source code.", (saved_warning_count - Global_warning_count) + (saved_error_count - Global_error_count));
popup(PF_TITLE_BIG | PF_TITLE_RED | PF_NO_NETWORKING, 1, POPUP_OK, text);
}
// success
return 0;
}
@@ -7906,6 +7897,7 @@ void mission_bring_in_support_ship( object *requester_objp )
pobj->departure_cue = Locked_sexp_false;
pobj->departure_delay = 0;
pobj->determination = 10; // ASSUMPTION: mission file always had this number written out
pobj->wingnum = -1;
pobj->flags = 0;
@@ -8299,11 +8291,3 @@ void restore_one_secondary_bank(int *ship_secondary_weapons, int *default_second
}
}
}
void clear_texture_replacements()
{
for (int i=0; i < Fred_num_texture_replacements; i++) {
memset(Fred_texture_replacements, '\0', sizeof(texture_replace));
}
Fred_num_texture_replacements = 0;
}
+1 -2
View File
@@ -873,6 +873,7 @@ typedef struct p_object {
int departure_delay;
char misc[NAME_LENGTH];
int determination;
int wingnum; // set to -1 if not in a wing -- Wing array index otherwise
int pos_in_wing; // Goober5000 - needed for FRED with the new way things work
@@ -1092,11 +1093,9 @@ extern int Knossos_warp_ani_used;
// Karajorma
void swap_parse_object(p_object *p_obj, int ship_class);
void clear_texture_replacements();
// Goober5000
subsys_status *parse_get_subsys_status(p_object *pobjp, char *subsys_name);
#endif
+2 -1
View File
@@ -205,7 +205,8 @@ void fiction_viewer_init()
// no graphics?
if (Fiction_viewer_bitmap < 0)
{
Warning(LOCATION, "No fiction viewer graphics -- cannot display fiction viewer!");
Int3();
mprintf(("No fiction viewer graphics -- cannot display fiction viewer!\n"));
return;
}
+5 -5
View File
@@ -218,7 +218,7 @@
* The big DX/main line merge. This has been uploaded to the main CVS since I can't manage to get it to upload to the DX branch. Apologies to all who may be affected adversely, but I'll work to debug it as fast as I can.
*
* Revision 2.6 2003/01/27 00:51:46 DTP
* Part of bumping MAX_SHIPS to 250 max_ship_types. Server now no more Crashes on kill, when max_shiptypes is above 200. Note Client still can't join. narrowing it down.
* Part of bumping MAX_SHIPS to 250 max_ship_types. Server now no more Crashes on kill, when max_shiptypes is above 200. Note Client still cant join. narrowing it down.
*
* Revision 2.5 2003/01/14 04:00:16 Goober5000
* allowed for up to 256 main halls
@@ -1897,7 +1897,7 @@ void debrief_accept(int ok_to_post_start_game_event)
if ( Game_mode & GM_CAMPAIGN_MODE ) {
// check for possible mission loop
// check for (1) mission loop available, (2) don't have to repeat last mission
// check for (1) mission loop available, (2) dont have to repeat last mission
if(!(Game_mode & GM_MULTIPLAYER)){
int cur = Campaign.current_mission;
bool require_repeat_mission = (Campaign.current_mission == Campaign.next_mission);
@@ -2857,7 +2857,7 @@ void debrief_draw_award_text()
}
}
// clears out text array so we don't have old award text showing up on new awards.
// clears out text array so we dont have old award text showing up on new awards.
void debrief_award_text_clear() {
int i;
@@ -3177,7 +3177,7 @@ void debrief_do_frame(float frametime)
gr_flip();
// don't let dude skip 3-09. hack.
// dont let dude skip 3-09. hack.
if(Game_mode & GM_CAMPAIGN_MODE){
if((Campaign.current_mission >= 0) && (Campaign.current_mission < MAX_CAMPAIGN_MISSIONS)){
if ((Campaign.missions[Campaign.current_mission].name != NULL) && !stricmp(Campaign.missions[Campaign.current_mission].name, "sm3-09.fs2")) {
@@ -3203,7 +3203,7 @@ void debrief_do_frame(float frametime)
gameseq_post_event(GS_EVENT_START_GAME);
break;
case 2:
// don't show this again
// dont show this again
Player->show_skip_popup = 0;
break;
}
+1 -1
View File
@@ -987,7 +987,7 @@ static int Wl_bank_coords[GR_NUM_RESOLUTIONS][MAX_SHIP_WEAPONS][2] = {
};
static int Wl_bank_count_draw_flags[MAX_SHIP_WEAPONS] = {
0, 0, 0, // primaries -- don't draw counts
0, 0, 0, // primaries -- dont draw counts
1, 1, 1, 1 // secondaries -- do draw counts
};
+3 -3
View File
@@ -508,7 +508,7 @@
*
* Revision 2.67 2004/02/13 04:17:14 randomtiger
* Turned off fog in OGL for Fred.
* Simulated speech doesn't say tags marked by $ now.
* Simulated speech doesnt say tags marked by $ now.
* The following are fixes to issues that came up testing TBP in fs2_open and fred2_open:
* Changed vm_vec_mag and parse_tmap to fail gracefully on bad data.
* Error now given on missing briefing icon and bad ship normal data.
@@ -652,7 +652,7 @@
*
* Revision 2.36 2003/10/14 17:39:15 randomtiger
* Implemented hardware fog for the HT&L code path.
* It doesn't use the backgrounds anymore but it's still an improvement.
* It doesnt use the backgrounds anymore but its still an improvement.
* Currently it fogs to a brighter colour than it should because of Bob specular code.
* I will fix this after discussing it with Bob.
*
@@ -6872,7 +6872,7 @@ int model_should_render_engine_glow(int objnum, int bank_obj)
ssp = GET_FIRST(&shipp->subsys_list);
while ( ssp != END_OF_LIST( &shipp->subsys_list ) ) {
if ( !strcmp(subname, ssp->system_info->subobj_name) ) {
if ( !strcmp(subname, ssp->system_info->name) ) {
// this subsystem has 0 or less hits, ie. it's destroyed
if ( ssp->current_hits <= 0 )
return 0;
+4 -4
View File
@@ -396,7 +396,7 @@
*
* Revision 2.30 2004/02/13 04:17:14 randomtiger
* Turned off fog in OGL for Fred.
* Simulated speech doesn't say tags marked by $ now.
* Simulated speech doesnt say tags marked by $ now.
* The following are fixes to issues that came up testing TBP in fs2_open and fred2_open:
* Changed vm_vec_mag and parse_tmap to fail gracefully on bad data.
* Error now given on missing briefing icon and bad ship normal data.
@@ -423,7 +423,7 @@
*
* Revision 2.25 2003/10/14 17:39:15 randomtiger
* Implemented hardware fog for the HT&L code path.
* It doesn't use the backgrounds anymore but it's still an improvement.
* It doesnt use the backgrounds anymore but its still an improvement.
* Currently it fogs to a brighter colour than it should because of Bob specular code.
* I will fix this after discussing it with Bob.
*
@@ -1641,7 +1641,7 @@ static void set_subsystem_info( model_subsystem *subsystemp, char *props, char *
subsystemp->type = SUBSYSTEM_ACTIVATION;
} else { // If unrecognized type, set to unknown so artist can continue working...
subsystemp->type = SUBSYSTEM_UNKNOWN;
mprintf(("Potential problem found: Unrecognized type subsystem '%s', believed to be in ship %s\n", dname, Global_filename));
mprintf(("Warning: Ignoring unrecognized subsystem %s, believed to be in ship %s\n", dname, Global_filename));
}
if ( (p = strstr(props, "$triggered:")) != NULL ) {
@@ -3069,7 +3069,7 @@ int read_model_file(polymodel * pm, char *filename, int n_subsystems, model_subs
n = cfread_int(fp);
pm->n_textures = n;
// Don't overwrite memory!!
// Dont overwrite memory!!
Assert(n <= MAX_MODEL_TEXTURES);
//mprintf(0," num textures = %d\n",n);
for (i=0; i<n; i++ )
+3 -3
View File
@@ -164,7 +164,7 @@
*
* Revision 2.17 2004/02/13 04:17:14 randomtiger
* Turned off fog in OGL for Fred.
* Simulated speech doesn't say tags marked by $ now.
* Simulated speech doesnt say tags marked by $ now.
* The following are fixes to issues that came up testing TBP in fs2_open and fred2_open:
* Changed vm_vec_mag and parse_tmap to fail gracefully on bad data.
* Error now given on missing briefing icon and bad ship normal data.
@@ -179,7 +179,7 @@
* Added fix for fogging debris in D3D htl.
*
* Revision 2.14 2003/11/29 10:52:10 randomtiger
* Turned off D3D file mapping, it's using too much memory which may be hurting older systems and doesn't seem to be providing much of a speed benifit.
* Turned off D3D file mapping, its using too much memory which may be hurting older systems and doesnt seem to be providing much of a speed benifit.
* Added stats command for ingame stats on memory usage.
* Trys to play intro.mve and intro.avi, just to be safe since its not set by table.
* Added fix for fonts wrapping round in non standard hi res modes.
@@ -217,7 +217,7 @@
*
* Revision 2.8 2003/10/14 17:39:16 randomtiger
* Implemented hardware fog for the HT&L code path.
* It doesn't use the backgrounds anymore but it's still an improvement.
* It doesnt use the backgrounds anymore but its still an improvement.
* Currently it fogs to a brighter colour than it should because of Bob specular code.
* I will fix this after discussing it with Bob.
*
+1 -1
View File
@@ -42,7 +42,7 @@
*
* Revision 2.2 2003/10/14 17:39:16 randomtiger
* Implemented hardware fog for the HT&L code path.
* It doesn't use the backgrounds anymore but it's still an improvement.
* It doesnt use the backgrounds anymore but its still an improvement.
* Currently it fogs to a brighter colour than it should because of Bob specular code.
* I will fix this after discussing it with Bob.
*
+1 -1
View File
@@ -444,7 +444,7 @@ char *GetChatUserList()
// You can't be in more than one channel at a time with this API, so you
// leave the current channel before trying to join
// a new one. Because of this if the join fails, make sure you try to join
// another channel, or the user won't be able to chat
// another channel, or the user wont be able to chat
//-1 Failed to join
// 0 joining
// 1 successfully joined
+8 -14
View File
@@ -434,7 +434,7 @@ net_player *Net_player; // pointer to console's net_player entry
// netgame vars
netgame_info Netgame; // netgame information
int Multi_mission_loaded = 0; // flag, so that we don't load the mission more than once client side
int Multi_mission_loaded = 0; // flag, so that we dont' load the mission more than once client side
int Ingame_join_net_signature = -1; // signature for the player obj for use when joining ingame
int Multi_button_info_ok = 0; // flag saying it is ok to apply critical button info on a client machine
int Multi_button_info_id = 0; // identifier of the stored button info to be applying
@@ -1499,7 +1499,7 @@ void multi_do_frame()
// ping everyone
multi_ping_send_all();
Next_ping_time = (int) time(NULL);
Next_ping_time = time(NULL);
}
// if I am the master, and we are not yet actually playing the mission, send off netgame
@@ -1510,7 +1510,7 @@ void multi_do_frame()
if ( (Netgame_send_time < 0) || ((time(NULL) - Netgame_send_time) > NETGAME_SEND_TIME) ) {
send_netgame_update_packet();
Netgame_send_time = (int) time(NULL);
Netgame_send_time = time(NULL);
}
} else {
if ( (State_send_time < 0) || ((time(NULL) - State_send_time) > STATE_SEND_TIME) ){
@@ -1519,7 +1519,7 @@ void multi_do_frame()
send_netplayer_update_packet();
}
State_send_time = (int) time(NULL);
State_send_time = time(NULL);
}
}
}
@@ -1529,7 +1529,7 @@ void multi_do_frame()
if ( (Gameinfo_send_time < 0) || ((time(NULL) - Gameinfo_send_time) > GAMEINFO_SEND_TIME)){
send_game_info_packet();
Gameinfo_send_time = (int) time(NULL);
Gameinfo_send_time = time(NULL);
}
// for any potential respawns
@@ -1585,7 +1585,7 @@ void multi_do_frame()
}
// reset timestamp
Next_bytes_time = (int) time(NULL);
Next_bytes_time = time(NULL);
}
} else {
// sending new objects from here is dependent on having objects only created after
@@ -1683,7 +1683,7 @@ void multi_pause_do_frame()
if ( (Gameinfo_send_time < 0) || ((time(NULL) - Gameinfo_send_time) > GAMEINFO_SEND_TIME) ){
send_game_info_packet();
Gameinfo_send_time = (int) time(NULL);
Gameinfo_send_time = time(NULL);
}
}
@@ -1691,7 +1691,7 @@ void multi_pause_do_frame()
if((Next_ping_time < 0) || ((time(NULL) - Next_ping_time) > PING_SEND_TIME) ){
multi_ping_send_all();
Next_ping_time = (int) time(NULL);
Next_ping_time = time(NULL);
}
// periodically send a client update packet to all clients
@@ -2147,16 +2147,10 @@ void multi_display_netinfo()
return;
}
// HUD is turned off
if (!HUD_draw) {
return;
}
// message window is open
if (Player->flags & PLAYER_FLAGS_MSG_MODE) {
return;
}
gr_set_color_fast(&Color_normal);
// server or client
+3 -11
View File
@@ -387,12 +387,7 @@ struct player;
// version 47 - 11/11/2003 (FS2OpenPXO, FS2 Open Changes - FS2Open 3.6)
// revert 46 - 9/7/2006 (the 47 bump wasn't needed, reverting to retail version for compatibility reasons)
// STANDALONE_ONLY
#ifdef INF_BUILD
#define MULTI_FS_SERVER_VERSION 146
#else
#define MULTI_FS_SERVER_VERSION 46
#endif
#define MULTI_FS_SERVER_COMPATIBLE_VERSION MULTI_FS_SERVER_VERSION
// version defines (i.e. demo, full version, special OEM version
@@ -695,14 +690,11 @@ extern int Om_tracker_flag;
#define SW_STD_BAD 0x3 // from standalone to host - "everything is bad"
// stats block packet
#define STATS_MISSION 0 // all stats for the mission (except kills), for one player
#define STATS_MISSION 0 // all stats for the mission, for one player
#define STATS_ALLTIME 1 // alltime stats, for one player
#define STATS_MISSION_KILLS 2 // mission kills and assists
#define STATS_MISSION_KILLS 2 // mission kills and assists
#define STATS_DOGFIGHT_KILLS 3 // same as mission kills, but also sends per-player kills
#define STATS_MISSION_CLASS_KILLS 4 // kills for the mission, for one player
#define STATS_ALLTIME_KILLS 5 // alltime kills, for one player
#define MAX_SHIPS_PER_PACKET 130 // Number of ships in a STATS_MISSION_KILLS or STATS_ALLTIME_KILLS packet
// ----------------------------------------------------------------------------------------
@@ -1090,7 +1082,7 @@ extern ushort Next_debris_signature; // next debris signature
// netgame vars
extern netgame_info Netgame; // netgame information
extern int Multi_mission_loaded; // flag, so that we don't load the mission more than once client side
extern int Multi_mission_loaded; // flag, so that we dont' load the mission more than once client side
extern ushort Multi_ingame_join_sig; // signature for the player obj for use when joining ingame
extern int Multi_button_info_ok; // flag saying it is ok to apply critical button info on a client machine
extern int Multi_button_info_id; // identifier of the stored button info to be applying
+2 -2
View File
@@ -178,7 +178,7 @@ void multi_log_init()
multi_log_write_header();
// initialize our timer info
Multi_log_open_systime = (int) time(NULL);
Multi_log_open_systime = time(NULL);
Multi_log_update_systime = Multi_log_open_systime;
} else {
nprintf(("Network","Error opening %s for writing!!\n",MULTI_LOGFILE_NAME));
@@ -210,7 +210,7 @@ void multi_log_process()
// write the update
multi_log_write_update();
Multi_log_update_systime = (int) time(NULL);
Multi_log_update_systime = time(NULL);
}
}
+63 -142
View File
@@ -3076,7 +3076,7 @@ void send_ship_kill_packet( object *objp, object *other_objp, float percent_kill
if ( objp->flags & OF_PLAYER_SHIP ) {
int pnum;
char temp;
short temp2;
ubyte temp2;
pnum = multi_find_player_by_object( objp );
if ( pnum != -1 ) {
@@ -3091,9 +3091,9 @@ void send_ship_kill_packet( object *objp, object *other_objp, float percent_kill
temp = (char)Net_players[pnum].m_player->killer_species;
ADD_DATA( temp );
Assert(Net_players[pnum].m_player->killer_weapon_index < SHRT_MAX);
temp2 = (short)Net_players[pnum].m_player->killer_weapon_index;
ADD_SHORT( temp2 );
Assert(Net_players[pnum].m_player->killer_weapon_index < UCHAR_MAX);
temp2 = (ubyte)Net_players[pnum].m_player->killer_weapon_index;
ADD_DATA( temp );
ADD_STRING( Net_players[pnum].m_player->killer_parent_name );
} else {
@@ -3114,9 +3114,8 @@ void process_ship_kill_packet( ubyte *data, header *hinfo )
ushort ship_sig, other_sig, debris_sig;
object *sobjp, *oobjp;
float percent_killed;
ubyte was_player, extra_death_info, sd;
ubyte was_player, extra_death_info, sd, killer_weapon_index = -1;
char killer_name[NAME_LENGTH], killer_objtype = OBJ_NONE, killer_species = 0;
short killer_weapon_index = -1;
offset = HEADER_LENGTH;
GET_USHORT(ship_sig);
@@ -3133,7 +3132,7 @@ void process_ship_kill_packet( ubyte *data, header *hinfo )
if ( was_player != 0 ) {
GET_DATA( killer_objtype );
GET_DATA( killer_species );
GET_SHORT( killer_weapon_index );
GET_DATA( killer_weapon_index );
GET_STRING( killer_name );
}
@@ -3325,7 +3324,7 @@ void process_wing_create_packet( ubyte *data, header *hinfo )
}
// packet indicating a ship is departing
void send_ship_depart_packet( object *objp, int method )
void send_ship_depart_packet( object *objp )
{
ubyte data[MAX_PACKET_SIZE];
int packet_size;
@@ -3335,7 +3334,6 @@ void send_ship_depart_packet( object *objp, int method )
BUILD_HEADER(SHIP_DEPART);
ADD_USHORT( signature );
ADD_SHORT( (short) method);
multi_io_send_to_all_reliable(data, packet_size);
}
@@ -3346,11 +3344,9 @@ void process_ship_depart_packet( ubyte *data, header *hinfo )
int offset;
object *objp;
ushort signature;
short s_method;
offset = HEADER_LENGTH;
GET_USHORT( signature );
GET_SHORT(s_method);
PACKET_SET_SIZE();
// find the object which is departing
@@ -3360,23 +3356,8 @@ void process_ship_depart_packet( ubyte *data, header *hinfo )
return;
}
switch (s_method) {
case SHIP_DEPARTED_BAY:
case SHIP_VANISHED:
if (objp->type == OBJ_SHIP) {
ship_actually_depart(objp->instance, s_method);
}
else {
nprintf(("network", "Can not proces ship depart packed. Object with net signature %d is not a ship!\n", signature ));
return;
}
break;
// assume standard warp out
default:
// start warping him out
shipfx_warpout_start( objp );
}
// start warping him out
shipfx_warpout_start( objp );
}
// packet to tell clients cargo of a ship was revealed to all
@@ -3899,7 +3880,7 @@ void send_mission_log_packet( int num )
int packet_size;
ubyte data[MAX_PACKET_SIZE];
ubyte type;
int sindex;
ushort sindex;
log_entry *entry;
Assert ( (Game_mode & GM_MULTIPLAYER) && (Net_player->flags & NETINFO_FLAG_AM_MASTER) );
@@ -3907,12 +3888,12 @@ void send_mission_log_packet( int num )
// get the data from the log
entry = &log_entries[num];
type = (ubyte)entry->type; // do the type casting thing to save on packet space
sindex = entry->index;
sindex = (ushort)entry->index;
BUILD_HEADER(MISSION_LOG_ENTRY);
ADD_DATA(type);
ADD_INT(entry->flags);
ADD_INT(sindex);
ADD_USHORT(sindex);
ADD_INT(entry->timestamp); // NOTE: this is a long so careful with swapping in 64-bit platforms - taylor
ADD_STRING(entry->pname);
ADD_STRING(entry->sname);
@@ -3925,7 +3906,7 @@ void send_mission_log_packet( int num )
void process_mission_log_packet( ubyte *data, header *hinfo )
{
int offset, flags;
int sindex;
ushort sindex;
ubyte type;
char pname[NAME_LENGTH], sname[NAME_LENGTH];
fix timestamp;
@@ -3935,7 +3916,7 @@ void process_mission_log_packet( ubyte *data, header *hinfo )
offset = HEADER_LENGTH;
GET_DATA(type);
GET_INT(flags);
GET_INT(sindex);
GET_USHORT(sindex);
GET_INT(timestamp); // NOTE: this is a long so careful with swapping in 64-bit platforms - taylor
GET_STRING(pname);
GET_STRING(sname);
@@ -5737,6 +5718,10 @@ void process_mission_sync_packet(ubyte *data, header *hinfo)
multi_team_send_update();
}
// process the initial orders now (moved from post_process_mission()in missionparse)
mission_parse_fixup_players();
ai_post_process_mission();
// get the sync mode (pre or post briefing)
GET_INT(mode);
@@ -5765,11 +5750,6 @@ void process_mission_sync_packet(ubyte *data, header *hinfo)
strcpy(Netgame.mission_name,Game_current_mission_filename);
}
}
else if (mode == MULTI_SYNC_POST_BRIEFING) {
// process the initial orders now (moved from post_process_mission()in missionparse)
mission_parse_fixup_players();
ai_post_process_mission();
}
PACKET_SET_SIZE();
// set the correct mode and m ove into the state
@@ -6296,9 +6276,9 @@ void process_deny_packet(ubyte *data, header *hinfo)
// this packet will consist of
// 1.) netplayer ship classes (85 bytes max)
// 2.) ship weapon state data (277 bytes max)
// 2.) ship weapon state data (241 bytes max)
// 3.) player settings et. al. (133 bytes max)
// TOTAL 495 NOTE : keep this in mind when/if adding new data to this packet
// TOTAL 459 NOTE : keep this in mind when/if adding new data to this packet
void send_post_sync_data_packet(net_player *p, int std_request)
{
ubyte data[MAX_PACKET_SIZE], val;
@@ -6374,7 +6354,7 @@ void send_post_sync_data_packet(net_player *p, int std_request)
ADD_DATA(val);
}
// add weapon state information for all starting ships (277 bytes max)
// add weapon state information for all starting ships (241 bytes max)
for ( so = GET_FIRST(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so) ) {
shipp = &Ships[Objects[so->objnum].instance];
@@ -6424,16 +6404,16 @@ void send_post_sync_data_packet(net_player *p, int std_request)
ADD_DATA(val);
// secondary weapon info
val_short = (short)(shipp->weapons.secondary_bank_weapons[0]);
ADD_SHORT(val_short);
val = (ubyte)(shipp->weapons.secondary_bank_weapons[0]);
ADD_DATA(val);
val_short = (short)(shipp->weapons.secondary_bank_ammo[0]);
ADD_SHORT(val_short);
val_short = (short)(shipp->weapons.secondary_bank_weapons[1]);
ADD_SHORT(val_short);
val = (ubyte)(shipp->weapons.secondary_bank_weapons[1]);
ADD_DATA(val);
val_short = (short)(shipp->weapons.secondary_bank_ammo[1]);
ADD_SHORT(val_short);
val_short = (short)(shipp->weapons.secondary_bank_weapons[2]);
ADD_SHORT(val_short);
val = (ubyte)(shipp->weapons.secondary_bank_weapons[2]);
ADD_DATA(val);
val_short = (short)(shipp->weapons.secondary_bank_ammo[2]);
ADD_SHORT(val_short);
@@ -6618,18 +6598,18 @@ void process_post_sync_data_packet(ubyte *data, header *hinfo)
shipp->weapons.primary_bank_weapons[1] = (int)val;
// secondary weapon info
GET_SHORT(val_short);
shipp->weapons.secondary_bank_weapons[0] = (int)val_short;
GET_DATA(val);
shipp->weapons.secondary_bank_weapons[0] = (int)val;
GET_SHORT(val_short);
shipp->weapons.secondary_bank_ammo[0] = (int)val_short;
GET_SHORT(val_short);
shipp->weapons.secondary_bank_weapons[1] = (int)val_short;
GET_DATA(val);
shipp->weapons.secondary_bank_weapons[1] = (int)val;
GET_SHORT(val_short);
shipp->weapons.secondary_bank_ammo[1] = (int)val_short;
GET_SHORT(val_short);
shipp->weapons.secondary_bank_weapons[2] = (int)val_short;
GET_DATA(val);
shipp->weapons.secondary_bank_weapons[2] = (int)val;
GET_SHORT(val_short);
shipp->weapons.secondary_bank_ammo[2] = (int)val_short;
@@ -6720,8 +6700,8 @@ void send_wss_slots_data_packet(int team_num,int final,net_player *p,int std_req
// add the weapons
for(i = 0;i<MAX_SHIP_WEAPONS;i++){
val_short = (short)Wss_slots_teams[team_num][idx].wep[i];
ADD_SHORT(val_short);
val = (ubyte)Wss_slots_teams[team_num][idx].wep[i];
ADD_DATA(val);
}
// add the weapon counts
@@ -6795,8 +6775,13 @@ void process_wss_slots_data_packet(ubyte *data, header *hinfo)
// get the weapons
for(i = 0;i<MAX_SHIP_WEAPONS;i++){
GET_SHORT(val_short);
Wss_slots_teams[team_num][idx].wep[i] = (int)val_short;
GET_DATA(val);
Wss_slots_teams[team_num][idx].wep[i] = (int)val;
// check for signed/unsigned problems
if(Wss_slots_teams[team_num][idx].wep[i] == 255){
Wss_slots_teams[team_num][idx].wep[i] = -1;
}
}
// get the weapon counts
@@ -6917,7 +6902,7 @@ void process_shield_explosion_packet( ubyte *data, header *hinfo)
}
}
void send_player_stats_block_packet(net_player *pl, int stats_code, net_player *target, short offset)
void send_player_stats_block_packet(net_player *pl, int stats_code, net_player *target)
{
scoring_struct *sc;
ubyte data[MAX_PACKET_SIZE], val;
@@ -6943,20 +6928,10 @@ void send_player_stats_block_packet(net_player *pl, int stats_code, net_player *
switch(stats_code){
case STATS_ALLTIME:
// alltime kills
#ifdef INF_BUILD
idx = 0;
while(idx<MAX_SHIP_CLASSES)
{
send_player_stats_block_packet(pl, STATS_ALLTIME_KILLS, target, (short)idx);
idx += MAX_SHIPS_PER_PACKET;
}
#else
for(idx=0;idx<MAX_SHIP_CLASSES;idx++){
u_tmp = (ushort)sc->kills[idx];
ADD_USHORT(u_tmp);
}
#endif
// medal information
for(idx=0;idx<MAX_MEDALS;idx++){
i_tmp = sc->medals[idx];
@@ -6983,20 +6958,11 @@ void send_player_stats_block_packet(net_player *pl, int stats_code, net_player *
break;
case STATS_MISSION:
// mission OKkills
#ifdef INF_BUILD
idx = 0;
while(idx<MAX_SHIP_CLASSES)
{
send_player_stats_block_packet(pl, STATS_MISSION_CLASS_KILLS, target, (short)idx);
idx += MAX_SHIPS_PER_PACKET;
}
#else
// mission OKkills
for(idx=0;idx<MAX_SHIP_CLASSES;idx++){
u_tmp = (ushort)sc->m_okKills[idx];
ADD_USHORT(u_tmp);
}
#endif
ADD_INT(sc->m_score);
ADD_INT(sc->m_assists);
@@ -7027,25 +6993,7 @@ void send_player_stats_block_packet(net_player *pl, int stats_code, net_player *
ADD_INT(sc->m_kill_count);
ADD_INT(sc->m_kill_count_ok);
ADD_INT(sc->m_assists);
break;
#ifdef INF_BUILD
case STATS_MISSION_CLASS_KILLS:
ADD_SHORT(offset);
for (idx=offset; idx<MAX_SHIP_CLASSES && idx<offset+MAX_SHIPS_PER_PACKET; idx++)
{
ADD_USHORT((ushort)sc->m_okKills[idx]);
}
break;
case STATS_ALLTIME_KILLS:
ADD_SHORT(offset);
for (idx=offset; idx<MAX_SHIP_CLASSES && idx<offset+MAX_SHIPS_PER_PACKET; idx++)
{
ADD_USHORT((ushort)sc->kills[idx]);
}
break;
#endif
break;
}
Assert(packet_size < MAX_PACKET_SIZE);
@@ -7084,7 +7032,7 @@ void process_player_stats_block_packet(ubyte *data, header *hinfo)
player_num = find_player_id(player_id);
if (player_num == -1) {
nprintf(("Network", "Couldn't find player for stats update!\n"));
ml_string("Couldn't find player for stats update!\n");
ml_string("Couldn't find player for stats update!");
sc = &bogus;
Int3();
@@ -7095,39 +7043,14 @@ void process_player_stats_block_packet(ubyte *data, header *hinfo)
// get the stats code
GET_DATA(val);
switch(val){
#ifdef INF_BUILD
short si_offset;
case STATS_ALLTIME_KILLS:
GET_SHORT(si_offset);
for (idx = si_offset; idx<MAX_SHIP_CLASSES && idx<si_offset+MAX_SHIPS_PER_PACKET; idx++)
{
GET_USHORT(u_tmp);
sc->kills[idx] = u_tmp;
}
break;
case STATS_MISSION_CLASS_KILLS:
GET_SHORT(si_offset);
for (idx = si_offset; idx<MAX_SHIP_CLASSES && idx<si_offset+MAX_SHIPS_PER_PACKET; idx++)
{
GET_USHORT(u_tmp);
sc->m_okKills[idx] = u_tmp;
}
break;
#endif
case STATS_ALLTIME:
ml_string("Received STATS_ALLTIME\n");
ml_string("Received STATS_ALLTIME");
#ifndef INF_BUILD
// kills - alltime
for (idx=0; idx<MAX_SHIP_CLASSES; idx++) {
GET_USHORT(u_tmp);
sc->kills[idx] = u_tmp;
}
#endif
// read in the stats
for (idx=0; idx<MAX_MEDALS; idx++) {
@@ -7155,15 +7078,13 @@ void process_player_stats_block_packet(ubyte *data, header *hinfo)
break;
case STATS_MISSION:
ml_string("Received STATS_MISSION\n");
ml_string("Received STATS_MISSION");
#ifndef INF_BUILD
// kills - mission OK
for (idx=0; idx<MAX_SHIP_CLASSES; idx++) {
GET_USHORT(u_tmp);
sc->m_okKills[idx] = u_tmp;
}
#endif
GET_INT(sc->m_score);
GET_INT(sc->m_assists);
@@ -7181,7 +7102,7 @@ void process_player_stats_block_packet(ubyte *data, header *hinfo)
break;
case STATS_MISSION_KILLS:
ml_string("Received STATS_MISSION_KILLS\n");
ml_string("Received STATS_MISSION_KILLS");
GET_INT(sc->m_kill_count);
GET_INT(sc->m_kill_count_ok);
@@ -7189,7 +7110,7 @@ void process_player_stats_block_packet(ubyte *data, header *hinfo)
break;
case STATS_DOGFIGHT_KILLS:
ml_string("Received STATS_DOGFIGHT_KILLS\n");
ml_string("Received STATS_DOGFIGHT_KILLS");
if(player_num >= 0){
ml_printf("Dogfight stats for %s", Net_players[player_num].m_player->callsign);
}
@@ -7203,16 +7124,16 @@ void process_player_stats_block_packet(ubyte *data, header *hinfo)
GET_INT(sc->m_kill_count);
GET_INT(sc->m_kill_count_ok);
GET_INT(sc->m_assists);
break;
break;
}
PACKET_SET_SIZE();
// if I'm the server of the game, I should always rebroadcast these stats
if ((Net_player->flags & NETINFO_FLAG_AM_MASTER) && (sc != &bogus)) {
// make sure these are alltime stats
Assert(val == STATS_ALLTIME || val == STATS_ALLTIME_KILLS);
Assert(val == STATS_ALLTIME);
multi_broadcast_stats(val);
multi_broadcast_stats(STATS_ALLTIME);
}
}
@@ -8342,7 +8263,7 @@ void send_beam_fired_packet(object *shooter, ship_subsys *turret, object *target
{
ubyte data[MAX_PACKET_SIZE];
int packet_size = 0;
short u_beam_info;
ubyte u_beam_info;
char subsys_index;
beam_info b_info;
ushort target_sig;
@@ -8367,7 +8288,7 @@ void send_beam_fired_packet(object *shooter, ship_subsys *turret, object *target
target_sig = (target) ? target->net_signature : 0;
u_beam_info = (short)beam_info_index;
u_beam_info = (ubyte)beam_info_index;
if (fighter_beam) {
Assert( (bank_point >= 0) && (bank_point < UCHAR_MAX) );
@@ -8402,7 +8323,7 @@ void send_beam_fired_packet(object *shooter, ship_subsys *turret, object *target
ADD_USHORT(shooter->net_signature);
ADD_DATA(subsys_index);
ADD_USHORT(target_sig);
ADD_SHORT(u_beam_info);
ADD_DATA(u_beam_info);
ADD_DATA(b_info); // FIXME: This is still wrong, we shouldn't be sending an entire struct over the wire - taylor
// ADD_DATA(fighter_beam); // this breaks the protocol but is here in case we decided to do that in the future - taylor
@@ -8415,7 +8336,7 @@ void process_beam_fired_packet(ubyte *data, header *hinfo)
int i, offset;
ushort shooter_sig, target_sig;
char subsys_index;
short u_beam_info;
ubyte u_beam_info;
beam_info b_info;
beam_fire_info fire_info;
// ubyte fighter_beam = 0;
@@ -8428,7 +8349,7 @@ void process_beam_fired_packet(ubyte *data, header *hinfo)
GET_USHORT(shooter_sig);
GET_DATA(subsys_index);
GET_USHORT(target_sig);
GET_SHORT(u_beam_info);
GET_DATA(u_beam_info);
GET_DATA(b_info); // FIXME: This is still wrong, we shouldn't be sending an entire struct over the wire - taylor
// GET_DATA(fighter_beam); // this breaks the protocol but is here in case we decided to do that in the future - taylor
PACKET_SET_SIZE();
@@ -8892,7 +8813,7 @@ void process_flak_fired_packet(ubyte *data, header *hinfo)
void send_player_pain_packet(net_player *pl, int weapon_info_index, float damage, vec3d *force, vec3d *hitpos)
{
ubyte data[MAX_PACKET_SIZE];
short windex;
ubyte windex;
ushort udamage;
int packet_size = 0;
@@ -8907,8 +8828,8 @@ void send_player_pain_packet(net_player *pl, int weapon_info_index, float damage
// build the packet and add the code
BUILD_HEADER(NETPLAYER_PAIN);
windex = (short)weapon_info_index;
ADD_SHORT(windex);
windex = (ubyte)weapon_info_index;
ADD_DATA(windex);
udamage = (ushort)damage;
ADD_USHORT(udamage);
ADD_VECTOR((*force));
@@ -8923,7 +8844,7 @@ void send_player_pain_packet(net_player *pl, int weapon_info_index, float damage
void process_player_pain_packet(ubyte *data, header *hinfo)
{
int offset;
short windex = 0;
ubyte windex = 0;
ushort udamage;
vec3d force;
vec3d local_hit_pos;
@@ -8931,7 +8852,7 @@ void process_player_pain_packet(ubyte *data, header *hinfo)
// get the data for the pain packet
offset = HEADER_LENGTH;
GET_SHORT(windex);
GET_DATA(windex);
GET_USHORT(udamage);
GET_VECTOR(force);
GET_VECTOR(local_hit_pos);
+2 -2
View File
@@ -531,7 +531,7 @@ void send_wing_create_packet( wing *wingp, int num_to_create, int pre_create_cou
void send_ship_create_packet( object *objp, int is_support = 0 );
// packet indicating a ship is departing
void send_ship_depart_packet( object *objp, int method = -1 );
void send_ship_depart_packet( object *objp );
// send a mission log item packet
void send_mission_log_packet( int entry );
@@ -671,7 +671,7 @@ void send_wss_slots_data_packet(int team_num, int final, net_player *p = NULL, i
void send_shield_explosion_packet(int objnum, int tri_num, vec3d hit_pos);
void send_player_stats_block_packet(net_player *pl, int stats_type, net_player *target = NULL, short offset = 0);
void send_player_stats_block_packet(net_player *pl, int stats_type, net_player *target = NULL);
void send_host_restr_packet(char *callsign, int code, int mode);
+3 -3
View File
@@ -4332,8 +4332,8 @@ void multi_create_game_do()
Multi_sync_mode = MULTI_SYNC_PRE_BRIEFING; //DTP must be set before a call to gameseq_post_event(GS_EVENT_MULTI_MISSION_SYNC) is done as it is below.
gameseq_post_event(GS_EVENT_MULTI_MISSION_SYNC);//DTP STart game
Cmdline_almission = NULL; // we don't want to autoload anymore do we, we will be able to quit. halleluja. Startgame has already been disabled, so no need to turn of "Cmdline_start_netgame"
return; // we don't need to check or set regarding ships/weapons anything as we are already progressing into mission so return
Cmdline_almission = NULL; // we dont want to autoload anymore do we, we will be able to quit. halleluja. Startgame has already been disabled, so no need to turn of "Cmdline_start_netgame"
return; // we dont need to check or set regarding ships/weapons anything as we are already progressing into mission so return
}
else {
popup(PF_BODY_BIG | PF_USE_AFFIRMATIVE_ICON,1,POPUP_OK,XSTR(" Not a multi player-mission",9999)); //DTP startgame popup pilot error
@@ -9416,7 +9416,7 @@ void multi_maybe_set_mission_loop()
}
bool require_repeat_mission = (Campaign.current_mission == Campaign.next_mission);
// check for (1) mission loop available, (2) don't have to repeat last mission
// check for (1) mission loop available, (2) dont have to repeat last mission
if ( (Campaign.missions[cur].has_mission_loop && (Campaign.loop_mission != -1)) && !require_repeat_mission ) {
char buffer[512];
+2 -2
View File
@@ -2902,7 +2902,7 @@ void multi_process_valid_join_request(join_request *jr, net_addr *who_from, int
}
// set his reliable connect time
Net_players[net_player_num].s_info.reliable_connect_time = (int) time(NULL);
Net_players[net_player_num].s_info.reliable_connect_time = time(NULL);
// send the accept packet here
send_accept_packet(net_player_num, (Net_players[net_player_num].flags & NETINFO_FLAG_INGAME_JOIN) ? ACCEPT_OBSERVER | ACCEPT_INGAME : ACCEPT_OBSERVER);
@@ -2955,7 +2955,7 @@ void multi_process_valid_join_request(join_request *jr, net_addr *who_from, int
}
// set his reliable connect time
Net_players[net_player_num].s_info.reliable_connect_time = (int) time(NULL);
Net_players[net_player_num].s_info.reliable_connect_time = time(NULL);
// if he's joining as a host (on the standalone)
if(Net_players[net_player_num].flags & NETINFO_FLAG_GAME_HOST){
+1 -1
View File
@@ -113,7 +113,7 @@
* infinate loop
*
* 99 7/06/98 5:05p Allender
* don't use default port to send UDP data to. Use port stored in address
* dont use default port to send UDP data to. Use port stored in address
*
* 98 6/13/98 9:32p Mike
* Kill last character in file which caused "Find in Files" to report the
+1 -1
View File
@@ -487,7 +487,7 @@ int collide_asteroid_ship( obj_pair * pair )
// nprintf(("AI", "Time = %7.3f, asteroid #%i applying %7.3f damage to ship %s\n", f2fl(Missiontime), pasteroid-Objects, ship_damage, Ships[asteroid_hit_info.heavy->instance].ship_name));
//}
} else {
// don't draw sparks (using sphere hitpos)
// dont draw sparks (using sphere hitpos)
ship_apply_local_damage(asteroid_hit_info.light, asteroid_hit_info.heavy, &hitpos, ship_damage, MISS_SHIELDS, NO_SPARKS);
//if (asteroid_hit_info.light->type == OBJ_SHIP) {
// nprintf(("AI", "Time = %7.3f, asteroid #%i applying %7.3f damage to ship %s\n", f2fl(Missiontime), pasteroid-Objects, ship_damage, Ships[asteroid_hit_info.light->instance].ship_name));
+1 -1
View File
@@ -1120,7 +1120,7 @@ int ship_ship_check_collision(collision_info_struct *ship_ship_hit_info, vec3d *
return valid_hit_occured;
}
// gets modified mass of cruiser in cruiser/asteroid collision so cruisers don't get bumped so hard.
// gets modified mass of cruiser in cruiser/asteroid collision so cruisers dont get bumped so hard.
// modified mass is 10x, 4x, or 2x larger than asteroid mass
// returns 1 if modified mass is larger than given mass, 0 otherwise
int check_special_cruiser_asteroid_collision(object *heavy, object *light, float *cruiser_mass, int *cruiser_light)
+2 -7
View File
@@ -1015,11 +1015,7 @@ int weapon_will_never_hit( object *weapon, object *other, obj_pair * current_pai
//vector max_vel; //maximum foward velocity in x,y,z
float max_vel_weapon, max_vel_other;
if (The_mission.ai_profile->flags & AIPF_USE_ADDITIVE_WEAPON_VELOCITY)
max_vel_weapon = vm_vec_mag(&weapon->phys_info.vel);
else
max_vel_weapon = weapon->phys_info.max_vel.xyz.z;
max_vel_weapon = weapon->phys_info.max_vel.xyz.z;
if ((Weapons[weapon->instance].lssm_stage==5))
{
@@ -1046,8 +1042,7 @@ int weapon_will_never_hit( object *weapon, object *other, obj_pair * current_pai
float root1, root2, root, earliest_time;
vm_vec_sub( &delta_x, &weapon->pos, &other->pos );
laser_vel = weapon->phys_info.vel;
// vm_vec_copy_scale( &laser_vel, &weapon->orient.vec.fvec, max_vel_weapon );
vm_vec_copy_scale( &laser_vel, &weapon->orient.vec.fvec, max_vel_weapon );
delta_t = (other->radius + 10.0f) / max_vel_other; // time to get from center to radius of other obj
delta_x_dot_vl = vm_vec_dotprod( &delta_x, &laser_vel );
+1 -1
View File
@@ -56,7 +56,7 @@
*
* Revision 2.2 2003/10/14 17:39:17 randomtiger
* Implemented hardware fog for the HT&L code path.
* It doesn't use the backgrounds anymore but it's still an improvement.
* It doesnt use the backgrounds anymore but its still an improvement.
* Currently it fogs to a brighter colour than it should because of Bob specular code.
* I will fix this after discussing it with Bob.
*
+3 -3
View File
@@ -113,7 +113,7 @@
*
* Revision 2.13 2004/01/24 15:52:26 randomtiger
* I have submitted the new movie playing code despite the fact in D3D it sometimes plays behind the main window.
* In OGL it works perfectly and in both APIs it doesn't switch to the desktop anymore so hopefully people will not experience the crashes etc that the old system used to suffer from.
* In OGL it works perfectly and in both API's it doesnt switch to the desktop anymore so hopefully people will not experience the crashes etc that the old system used to suffer from.
*
* Revision 2.12 2004/01/17 21:59:54 randomtiger
* Some small changes to the main codebase that allow Fred_open OGL to compile.
@@ -145,12 +145,12 @@
*
* I have also taken the opertunity to fix a few bugs in the launcher and add a new feature to make selecting mods a bit easier.
*
* The launcher now uses some files in the freespace project so it should be put into CVS with the rest of the code inside the 'code' directory (still in its 'Launcher' dir of course). Currently the launcher won't compile since speech.cpp and speech.h arent in cvs yet. But once Roee has checked in that will be sorted.
* The launcher now uses some files in the freespace project so it should be put into CVS with the rest of the code inside the 'code' directory (still in its 'Launcher' dir of course). Currently the launcher wont compile since speech.cpp and speech.h arent in cvs yet. But once Roee has checked in that will be sorted.
*
* I have also removed the internal launcher from the D3D8 module.
* Please contact me if you have any problems.
*
* When trying to run the exe after updating I get an error parsing 'rank.tbl' but im fairly sure thats nothing to do with me so I'll just have to leave it for now because I'm still using a 56K modem and can't afford to find out.
* When trying to run the exe after updating I get an error parsing 'rank.tbl' but im fairly sure thats nothing to do with me so I'll just have to leave it for now because I'm still using a 56K modem and cant afford to find out.
*
* Revision 2.7 2003/03/18 10:07:05 unknownplayer
* The big DX/main line merge. This has been uploaded to the main CVS since I can't manage to get it to upload to the DX branch. Apologies to all who may be affected adversely, but I'll work to debug it as fast as I can.
+2 -2
View File
@@ -37,8 +37,8 @@ char *Osreg_title = "FreeSpace 2 OEM";
*/
// RT Lets make all versions use the same registry location
// If we don't the launcher either needs to handle somehow telling what release type a
// FS2 exe is or it won't work. Its far similar to just use one default location.
// If we dont the launcher either needs to handle somehow telling what release type a
// FS2 exe is or it wont work. Its far similar to just use one default location.
// The Launcher will set up everything needed
char *Osreg_app_name = "FreeSpace2";
char *Osreg_title = "FreeSpace 2";
+1 -1
View File
@@ -99,7 +99,7 @@
* Revision 2.1.2.2 2002/11/04 21:25:00 randomtiger
*
* When running in D3D all ani's are memory mapped for speed, this takes up more memory but stops gametime locking of textures which D3D8 hates.
* Added new command line tag Cmdline_d3dlowmem for people who don't want to make use of this because they have no memory.
* Added new command line tag Cmdline_d3dlowmem for people who dont want to make use of this because they have no memory.
* Cleaned up some more texture stuff enabled console debug for D3D.
*
* Revision 2.1.2.1 2002/10/08 14:33:27 randomtiger
+1 -1
View File
@@ -47,7 +47,7 @@
* Revision 2.2.2.1 2002/11/04 21:25:00 randomtiger
*
* When running in D3D all ani's are memory mapped for speed, this takes up more memory but stops gametime locking of textures which D3D8 hates.
* Added new command line tag Cmdline_d3dlowmem for people who don't want to make use of this because they have no memory.
* Added new command line tag Cmdline_d3dlowmem for people who dont want to make use of this because they have no memory.
* Cleaned up some more texture stuff enabled console debug for D3D.
*
* Revision 2.2 2002/08/01 01:41:09 penguin
+1 -1
View File
@@ -40,7 +40,7 @@
*
* Revision 2.1.2.1 2002/10/20 22:21:48 randomtiger
* Some incomplete code to handle background drawing when message boxes are drawn.
* It doesn't work but it's a good base for someone to start from. - RT
* It doesnt work but its a good base for someone to start from. - RT
*
* Revision 2.1 2002/08/01 01:41:09 penguin
* The big include file move
+3 -7
View File
@@ -2994,9 +2994,7 @@ int split_str(char *src, int max_pixel_w, int *n_chars, char **p_str, int max_li
if (*src == '\n') {
n_chars[line_num] = src - p_str[line_num]; // track length of line
line_num++;
if (line_num < max_lines) {
p_str[line_num] = NULL;
}
p_str[line_num] = NULL;
new_line = 1;
memset(buffer, 0, SPLIT_STR_BUFFER_SIZE);
@@ -3040,9 +3038,7 @@ int split_str(char *src, int max_pixel_w, int *n_chars, char **p_str, int max_li
n_chars[line_num] = end - p_str[line_num]; // track length of line
Assert(n_chars[line_num]);
line_num++;
if (line_num < max_lines) {
p_str[line_num] = NULL;
}
p_str[line_num] = NULL;
new_line = 1;
memset(buffer, 0, SPLIT_STR_BUFFER_SIZE);
@@ -3051,7 +3047,7 @@ int split_str(char *src, int max_pixel_w, int *n_chars, char **p_str, int max_li
}
} // end for
if (!new_line && p_str[line_num]) {
if (p_str[line_num]) {
n_chars[line_num] = src - p_str[line_num]; // track length of line
Assert(n_chars[line_num]);
line_num++;
+15 -17
View File
@@ -6328,8 +6328,8 @@ int sexp_hits_left_subsystem(int n)
single_subsystem = is_sexp_true(n);
}
// if the third option is present or if this is an unknown subsystem type we only want to find the percentage of the
// named subsystem
// return as a percentage the hits remaining on the subsystem as a whole (i.e. for 3 engines,
// we are returning the sum of the hits on the 3 engines)
if (single_subsystem || (type == SUBSYSTEM_UNKNOWN)) {
// find the ship subsystem by searching ship's subsys_list
ship_subsys *ss;
@@ -6349,8 +6349,6 @@ int sexp_hits_left_subsystem(int n)
}
return SEXP_NAN;
// by default we return as a percentage the hits remaining on the subsystem as a whole (i.e. for 3 engines,
// we are returning the sum of the hits on the 3 engines)
} else {
percent = fl2i((ship_get_subsystem_strength(&Ships[shipnum],type) * 100.0f) + 0.5f);
return percent;
@@ -9573,7 +9571,7 @@ void sexp_sabotage_subsystem(int n)
float sabotage_hits;
ship *shipp;
ship_subsys *ss, *ss_start;
bool is_generic, do_loop = true;
bool generic, do_loop = true;
shipname = CTEXT(n);
subsystem = CTEXT(CDR(n));
@@ -9616,16 +9614,16 @@ void sexp_sabotage_subsystem(int n)
}
// now find the given subsystem on the ship.This could be a generic type like <All Engines>
is_generic = is_generic_subsys(subsystem);
generic = is_generic_subsys(subsystem);
subsys_type = ai_get_subsystem_type(subsystem);
ss_start = GET_FIRST(&shipp->subsys_list);
while (do_loop) {
if (is_generic) {
if (generic) {
// loop until we find a subsystem of that type
for ( ; ss_start != END_OF_LIST(&Ships[shipnum].subsys_list); ss_start = GET_NEXT(ss_start)) {
ss = NULL;
if (subsys_type == ss_start->system_info->type) {
if (subsys_type == ai_get_subsystem_type(ss_start->system_info->name)) {
ss = ss_start;
ss_start = GET_NEXT(ss_start);
break;
@@ -9731,7 +9729,7 @@ void sexp_repair_subsystem(int n)
// loop until we find a subsystem of that type
for ( ; ss_start != END_OF_LIST(&Ships[shipnum].subsys_list); ss_start = GET_NEXT(ss_start)) {
ss = NULL;
if (subsys_type == ss_start->system_info->type) {
if (subsys_type == ai_get_subsystem_type(ss_start->system_info->name)) {
ss = ss_start;
ss_start = GET_NEXT(ss_start);
break;
@@ -9845,7 +9843,7 @@ void sexp_set_subsystem_strength(int n)
// loop until we find a subsystem of that type
for ( ; ss_start != END_OF_LIST(&Ships[shipnum].subsys_list); ss_start = GET_NEXT(ss_start)) {
ss = NULL;
if (subsys_type == ss_start->system_info->type) {
if (subsys_type == ai_get_subsystem_type(ss_start->system_info->name)) {
ss = ss_start;
ss_start = GET_NEXT(ss_start);
break;
@@ -11452,7 +11450,7 @@ void sexp_ship_subsys_untargetable(int n, int untargetable)
if (is_generic_subsys(subsys)) {
int subsys_type = ai_get_subsystem_type(subsys);
for (ss = GET_FIRST(&Ships[ship_num].subsys_list); ss != END_OF_LIST(&Ships[ship_num].subsys_list); ss = GET_NEXT(ss)) {
if (subsys_type == ss->system_info->type) {
if (subsys_type == ai_get_subsystem_type(ss->sub_name)) {
if (untargetable)
ss->flags |= SSF_UNTARGETABLE;
else
@@ -11624,7 +11622,7 @@ void sexp_ship_subsys_guardian_threshold(int num)
subsys_type = ai_get_subsystem_type(hull_name);
// search through all subsystems
for (ss = GET_FIRST(&Ships[ship_num].subsys_list); ss != END_OF_LIST(&Ships[ship_num].subsys_list); ss = GET_NEXT(ss)) {
if (subsys_type == ss->system_info->type) {
if (subsys_type == ai_get_subsystem_type(ss->system_info->name)) {
ss->subsys_guardian_threshold = threshold;
}
}
@@ -11858,7 +11856,7 @@ void sexp_ship_vanish(int n)
// get the ship num. If we get a -1 for the number here, ship has yet to arrive
num = ship_name_lookup(ship_name);
if ( num != -1 )
ship_actually_depart(num, SHIP_VANISHED);
ship_actually_depart(num, true);
}
}
@@ -22952,7 +22950,7 @@ sexp_help_struct Sexp_help[] = {
{ OP_CHANGE_SUBSYSTEM_NAME, "change-subsystem-name\r\n"
"\tChanges the name of the specified subsystem on the specified ship\r\n"
"\tTakes 3 or more arguments\r\n"
"\t1: Name of the ship.\r\n"
"\t1: Name(s) of ship(s)\r\n"
"\t2: New name for the subsystem (names larger than the maximum display size will be truncated\r\n"
"\t3: Name(s) of subsystem(s) to rename\r\n"
},
@@ -22966,7 +22964,7 @@ sexp_help_struct Sexp_help[] = {
// Karajorma
{ OP_NUM_SHIPS_IN_WING, "num-ships-in-wing\r\n"
"\tReturns the number of ships in battle which belong to a given wing. Takes 1 or more arguments...\r\n"
"\t(all):\tName of wing(s) to check"
"\t1:\tName of ship (or wing) to check"
},
// Goober5000
@@ -23048,7 +23046,7 @@ sexp_help_struct Sexp_help[] = {
//phreak
{ OP_SCRAMBLE_MESSAGES, "scramble-messages\r\n"
"\tCauses messages to be sent as if the player has sustained communications subsystem or EMP damage. Takes no arguments.\r\n"
"\tCauses messages to be send as if the player has sustained communications subsystem or EMP damage. Takes no arguments.\r\n"
"\tThis effect can be reversed using unscramble-messages."
},
@@ -23076,7 +23074,7 @@ sexp_help_struct Sexp_help[] = {
},
{ OP_CUTSCENES_FADE_OUT, "fade-out\r\n"
"\tFades out "
"\tFades in "
"Takes 0 to 2 arguments...\r\n"
"\t1:\tTime to fade in (in milliseconds)\r\n"
"\t2:\tColor to fade to - 1 for white, 2 for red, default is black\r\n"
+1 -1
View File
@@ -92,7 +92,7 @@
*
* 5 8/13/99 10:49a Andsager
* Knossos and HUGE ship warp out. HUGE ship warp in. Stealth search
* modes don't collide big ships.
* modes dont collide big ships.
*
* 4 7/03/99 5:50p Dave
* Make rotated bitmaps draw properly in padlock views.
+1 -1
View File
@@ -66,7 +66,7 @@
*
* 6 8/13/99 10:49a Andsager
* Knossos and HUGE ship warp out. HUGE ship warp in. Stealth search
* modes don't collide big ships.
* modes dont collide big ships.
*
* 5 7/03/99 5:50p Dave
* Make rotated bitmaps draw properly in padlock views.
+1 -8
View File
@@ -1408,13 +1408,6 @@ void read_keyboard_controls( control_info * ci, float frame_time, physics_info *
press_glide = !press_glide;
}
}
// if the player is warping out, cancel gliding
if (Player_ship->flags & SF_DEPART_WARP) {
toggle_glide = 0;
press_glide = 0;
}
// Do we want to be gliding?
if ( toggle_glide || press_glide ) {
// Probably don't need to do this check, but just in case...
@@ -2111,7 +2104,7 @@ int player_inspect_cap_subsys_cargo(float frametime, char *outstr)
return 0;
}
// don't scan cargo on turrets, radar, etc. only the majors: fighterbay, sensor, engines, weapons, nav, comm
// dont scan cargo on turrets, radar, etc. only the majors: fighterbay, sensor, engines, weapons, nav, comm
if (!valid_cap_subsys_cargo_list(subsys->system_info->name)) {
return 0;
}
+2 -2
View File
@@ -543,7 +543,7 @@ int popupdead_do_frame(float frametime)
return -1;
}
// don't let dude skip 3-09. hack.
// dont let dude skip 3-09. hack.
if(Game_mode & GM_CAMPAIGN_MODE){
if((Campaign.current_mission >= 0) && (Campaign.current_mission < MAX_CAMPAIGN_MISSIONS)){
if ((Campaign.missions[Campaign.current_mission].name != NULL) && !stricmp(Campaign.missions[Campaign.current_mission].name, "sm3-09.fs2")) {
@@ -570,7 +570,7 @@ int popupdead_do_frame(float frametime)
gameseq_post_event(GS_EVENT_START_GAME);
return -1;
case 2:
// don't show this again
// dont show this again
Player->show_skip_popup = 0;
break;
}
+1 -1
View File
@@ -185,7 +185,7 @@
*
* Revision 2.14 2004/02/13 04:17:14 randomtiger
* Turned off fog in OGL for Fred.
* Simulated speech doesn't say tags marked by $ now.
* Simulated speech doesnt say tags marked by $ now.
* The following are fixes to issues that came up testing TBP in fs2_open and fred2_open:
* Changed vm_vec_mag and parse_tmap to fail gracefully on bad data.
* Error now given on missing briefing icon and bad ship normal data.
+2 -2
View File
@@ -41,7 +41,7 @@
*
* Revision 2.15 2004/02/13 04:17:14 randomtiger
* Turned off fog in OGL for Fred.
* Simulated speech doesn't say tags marked by $ now.
* Simulated speech doesnt say tags marked by $ now.
* The following are fixes to issues that came up testing TBP in fs2_open and fred2_open:
* Changed vm_vec_mag and parse_tmap to fail gracefully on bad data.
* Error now given on missing briefing icon and bad ship normal data.
@@ -84,7 +84,7 @@
*
* Revision 2.5 2003/10/14 17:39:18 randomtiger
* Implemented hardware fog for the HT&L code path.
* It doesn't use the backgrounds anymore but it's still an improvement.
* It doesnt use the backgrounds anymore but its still an improvement.
* Currently it fogs to a brighter colour than it should because of Bob specular code.
* I will fix this after discussing it with Bob.
*
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